HCI Design in Games - PowerPoint PPT Presentation

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HCI Design in Games

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Guilds (66% of WoW characters, 90% if level 43) Intro. Four Concepts. Hands-On ... Social Aspects of WoW. In WoW. Being surrounded by others. Caf Analogy ... – PowerPoint PPT presentation

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Title: HCI Design in Games


1
HCI Design in Games
  • Cindy Song
  • Fall 06

2
Agenda
  • Intro
  • Four Concepts
  • Effortless Community
  • Learning by Watching
  • Deep Customizability
  • Fluid System-Human Interaction
  • Hands-On
  • Conclusion

3
Goal
  • Learn novel design concepts from games

IntroFour ConceptsHands-OnConclusion
Goal Questions to Keep In Mind
4
Questions to Keep In Mind
  • How do they apply to general apps?
  • Differences b/t games general apps?
  • Multi-user vs. single-user mindsets?
  • 3D vs. 2D?
  • One app open vs. multiple windows?
  • Motivation life/death vs. finishing 5-min early?

IntroFour ConceptsHands-OnConclusion
Goal Questions to Keep In Mind
5
Effortless Community
  • Motivation
  • Communities Serve as Valuable resources
  • Comment on content
  • Resolve problems
  • Provide collaboration
  • Challenges
  • Critical mass
  • Access to the Internet
  • Ability to find or form the right subgroups
  • Games make it easy
  • Participation in communities
  • Group forming in communities

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
6
Connect to Community
  • Integration
  • Game and community
  • Easy to access
  • Host Servers
  • Dedicated reliable game servers
  • Enable gamers to host communities on their own
    game servers
  • Takes a few clicks from within the game itself
  • Benefits
  • Attract critical mass of users
  • Participate in the same location
  • Available for collaboration
  • Nature of Games
  • Multi-player community is a requirement

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
7
Identify and Form Groups
  • Requirements for Collaborator is Situational
  • General questions (i.e. workaround)
  • Wide group or anyone nearby
  • Specific tasks
  • Compatible personalities
  • Similar levels of expertise
  • Common interests
  • Games provide
  • Meeting places
  • In-game grouping

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
8
Meeting Places
  • Discuss Strategy
  • Solve Problems
  • Customize games
  • Match-Making
  • Stats
  • Profiles

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
9
In-Game Grouping
  • Situation
  • Massive multiplayer games
  • Thousands of people
  • Same game world
  • No defined end to the game
  • Gamer has identity within the world
  • Location (i.e. secret cow level)
  • Conversation channels (i.e. network lag)
  • Friend lists
  • Visual identity (i.e. skills, loyalties,
    expertise)
  • Explicit teams (i.e. private communication,
    tracking mechanisms)
  • Guilds (66 of WoW characters, 90 if gt level 43)

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
10
In-Game Grouping (cont.)
  • Explicit Team
  • Restricted conversations
  • Locate allies

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
11
Guilds
  • Social Pressure
  • Facilitates group forming
  • 43 more often to be in a group

CHI 06
IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
12
Social Aspects of WoW
  • In WoW
  • Being surrounded by others
  • Café Analogy
  • Interacting with an audience
  • Identity it is not the people that are
    addictive but rather, its the image of myself
    I get from other people. CHI 06
  • Laughing at and with others
  • Other players are a spectacle adds
    entertainment
  • i.e. Impromptu dance performance by a group of
    characters waiting for a boat
  • i.e. Gnome wearing a deep-dive helmet in an
    auction house
  • /silly command

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
13
Community for General Apps
  • General Applications
  • Graphics Designers who use Photoshop
  • Java Programmers who use JBuilder
  • Architects who use AutoCAD
  • Channels
  • Newsgroups
  • Websites
  • Size
  • Comp.graphics.apps.photoshop contains gt140,000
    discussion threads.

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
14
Weaknesses
  • Conventional apps
  • Users are disconnected
  • Unaware of others
  • When communities do exist
  • Participation occurs outside of the application
  • Interaction is asynchronous (i.e. newsgroup)
  • Disadvantages
  • Requires third party tools
  • Extra effort
  • Out of the application context

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
15
Games vs. General Apps
  • Similarities
  • Need to build expertise
  • Have questions answered
  • Discuss approaches
  • Solicit Feedback
  • Aim for productivity and efficiency
  • Discussion
  • Could we apply community concepts to general
    apps?
  • Integrated community
  • Meeting place
  • In-app grouping (topic-specific chats, friend
    list, explicit teams)
  • What are some differences b/t games and general
    apps that make it difficult to share HCI concepts?

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
16
Learning by Watching
  • Motivation
  • Learn from more experienced users
  • Observational Learning
  • Challenges
  • Users are distributed, not face-to-face
  • Requires embodiment and workspace awareness
  • Requires understanding of detailed actions
  • Games make it possible
  • Real-time awareness
  • Embodiment information

IntroFour ConceptsHands-OnConclusion
Motivation ChallengesGames Easy to
ConnectGames Easy to Identify and Form
GroupsComparison with General Apps
Effortless Community Learning by Watching Deep
Customizability Fluid System-Human Interaction
17
Awareness Embodiment
  • Convey embodiment, awareness, and task based info
  • Allows easy interpretation of fine-grained
    actions
  • i.e. 3D Avatar in GhostRecon - Crouch, crawl,
    jump, run, open doors, and pick up items
  • i.e. Strategy for fighting lightening demons in
    Diablo II

18
  • Shared views of workspace and awareness
  • Explored in groupware
  • Not much in single-user applications
  • i.e. VNC
  • OS-level App-level
  • Provides awareness (mouse, dropdown menu
    selection)
  • Not adequate task information (key sequences)

19
Games vs. General Apps
  • Similarities
  • Benefit from observational learning
  • Discussion
  • Could we apply learning-by-watching concepts to
    general apps?
  • Real-time awareness (i.e. mouse loc, dropdown
    selection)
  • Task-based information (i.e. present sequence of
    actions)
  • Visual presentation (i.e. players status)
  • What are some differences b/t games and general
    apps that make it difficult to share HCI concepts?

20
Deep Customizability
  • Motivation
  • There is no single configuration best for all
    tasks.
  • Increase efficiency usability
  • Challenges
  • Usually takes effort to customize
  • Games innovate
  • Anything-goes UI malleability
  • Natural extensibility
  • Portable customizations

21
Anything-Goes UI Malleability
  • UI element locations
  • New command container
  • Remap controls

22
Natural Extensibility
  • Macros
  • Everquest 2 mouse clicks
  • MS Word 7 actions before starting, 5 more to
    place onto a toolbar to use
  • Simplicity
  • Use macro even for a few minutes worth of
    activity

23
Portable Customizations
  • Save, move, and share modifications and
    extensions
  • XML files for configurations
  • Mod kits for simplifying creation, editing, and
    installation of extensions, layouts, and skins
  • Gamers with no experience can use these
    interfaces
  • Controversy How much control to give the users?

24
Games vs. General Apps
  • Similarities
  • Goal performance and productivity
  • Discussion
  • Could we apply customizability concepts to
    general apps?
  • Anything-Goes UI Malleability (palettes of tools,
    remap func)
  • Natural Extensibility (i.e. macro)
  • Portable Customizations (i.e. XML)
  • What are some differences b/t games and general
    apps that make it difficult to share HCI
    concepts?

25
Fluid System-Human Interaction
  • Motivation
  • Minimize disruptions to work flow
  • Less user attention
  • Less user effort
  • Games use novel approaches
  • Calm messaging
  • Attention-aware interface elements
  • Context-aware view behaviors

26
Calm Messaging
  • Audio
  • Recorded voice notifications
  • Spatialized environmental sound
  • Transient Text
  • Gradually fades
  • Automatically-scrolled message area
  • Animation
  • Match level of visibility with importance
  • Indicate direction, location, and priority

27
Warcraft III
  • Red concentric circles and arrows
  • Voice type of event

28
Other Fluid UI
  • Attention-aware
  • Transparency levels reflect user attention
    (mouse-over)
  • Context-aware
  • Zoom, pan, and rotate views
  • Neverwinter Nights 3 camera behaviors
  • Easy to toggle using key shortcuts

29
Everquest
30
Games vs. General Apps
  • Similarities
  • Goal no disruption to workflow
  • Discussion
  • Could we apply customizability concepts to
    general apps?
  • Calm Messaging (i.e. audio, transient text,
    animation)
  • Attention-aware (Transparent out-of-focused
    windows)
  • Context-aware (i.e. zoom, pan, rotate views)
  • What are some differences b/t games and general
    apps that make it difficult to share HCI
    concepts?

31
Hands-On Diablo II
  • Collaborate with others to complete tasks
  • Identify examples for todays concepts
  • Effortless Community
  • Learning by Watching
  • Deep Customizability
  • Fluid System-Human Interaction

32
Games vs. General Apps
  • Similarities
  • Effectiveness, efficiency, and satisfaction
  • Same challenges
  • User demographics (40 PC game players gt 36 yo
    38 are female)
  • Challenges
  • Effortless Community distraction, privacy,
    security
  • Learning by Watching privacy, visibility
  • Deep Customizability adoption, applicability
  • Fluid UI Office env, miss msgs, applicability
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