Games Design 2 - Lecture 10 - Game Interface Prototyping
1. Game Design 2
Lecture 10: Game Interface Prototyping
Partially adapted from:
Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7
http://www.comu346.com dfarrell@davidlearnsgames.com
2. Why?
• Games are expensive
• Large teams, extended development time
• Game designers, programmers, artists will
all spend a lot of time implementing the
interface
• prototypes are a design aid
• prototypes are a communication aid
3.
4.
5. Tools
• Card Sorting
• Flow Charts
• use case flow
• final menu build
• Wireframes
• Paper Prototype
6. Wireframes are:
A visual representation of an interface; used
to communicate the structure, content,
information hierarchy, functionality, and
behaviour of an interface.
7. Wireframes are:
A visual representation of an interface; used
to communicate the structure, content,
information hierarchy, functionality, and
behaviour of an interface.
16. Types of Wireframes
Types of wireframes
• Sketches are good
Sketches
Quick / experiment
for experimentation
Good for feedback
• Sketch out different
ways of representing
data
• Useful for
‘workshopping’ areas
of interface
17. Low Fidelity
Types of wireframes
• Block Diagrams
Sketches
Quick / experiment
• Don’t represent
Good for feedback
Lo-fidelity
function
Block diagrams
Good for testing flows
• Do represent
content
• Good for testing
flow of interface
18. Hi-Fidelity
• Detailed wireframes
Types of wireframes
Sketches
• Include comments
Quick / experiment
Good for feedback
Lo-fi / Content only
• Describe behaviour
Block diagrams
Good for testing flows
Hi-fidelity
• Intuitive
Detailed wireframes
Including comments
Describe content & behavior
• Blueprint for
“Blueprint for final design”
Should be understood without
explanation
final design
CMD Rotterdam | Interaction Design - Wireframes
21. Wireframes
• Visual design
• NOT graphical elements
• NOT branding, mood etc.
• Avoid unnecessary elements
• Focus on content and interaction
22. Wireframe Tools
• Similar to flowcharting, any vector graphics
program is suitable
• Visio on Windows
• OmniGraffle on OS X
• Inkscape on Windows, Mac, Linux
23. Paper Prototyping
• Even with a wireframe, it is possible to miss
important interface elements
• A digital prototype will allow for expert
and user testing
• Even this is quite expensive
• Paper prototyping allows a relatively cheap
method of evaluating
24. Creation
• Draw UI components
• Model different states
• Ideal for work-shopping each part of
interface
• More visual than wireframing
• may feature platform UI components
25.
26. • Sketch an outcome for every possible
action on your interface
• This might seem like a lot of work but it’s
far far lest work than a digital mock-up or a
real interface
29. • Can also help identify physical interface
problems
30.
31. Where does it fit?
• Where a wireframe shows flow, a paper
prototype shows UI elements and can be
handed off to a developer.
• Can be used along side wireframes to pitch
to team / publisher
• Can be used to test with audience
32. Usability Testing
• Present user with first ‘screen’
• have library of ‘screens’ and widgets
available
• ask them to perform an action and state
steps
• every step should be a verb like ‘click on
this’ or ‘press this button’
33. Usability Testing
• layer widgets and replace screens as
required.
• If user confused to an action, give them
paper and ask them to sketch what they
would expect.
• video sessions and label user sketches to
help identify required changes
34. Useful Tools
• A List Apart article on paper prototyping
http://www.alistapart.com/articles/paperprototyping/
• An article about wireframes & tools
http://bit.ly/wireframetools
• Yahoo UI Stencils
http://developer.yahoo.com/ypatterns/about/stencils/
• Inkscape - wireframe & drawing tool
http://www.inkscape.org/