Title: HCI Design in Games
1HCI Design in Games
2Agenda
- Intro
- Four Concepts
- Effortless Community
- Learning by Watching
- Deep Customizability
- Fluid System-Human Interaction
- Hands-On
- Conclusion
3Goal
- Learn novel design concepts from games
IntroFour ConceptsHands-OnConclusion
Goal Questions to Keep In Mind
4Questions 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
5Effortless 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
6Connect 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
7Identify 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
8Meeting 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
9In-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
10In-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
11Guilds
- 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
12Social 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
13Community 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
14Weaknesses
- 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
15Games 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
16Learning 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
17Awareness 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)
19Games 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?
20Deep 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
21Anything-Goes UI Malleability
- UI element locations
- New command container
- Remap controls
22Natural 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
23Portable 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?
24Games 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?
25Fluid 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
26Calm 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
27Warcraft III
- Red concentric circles and arrows
- Voice type of event
28Other 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
29Everquest
30Games 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?
31Hands-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
32Games 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