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COSC'324'001 Usability in Game Design

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K. Harmeyer, UB, Spring 2005. 7. Industry Expert Advice ... K. Harmeyer, UB, Spring 2005. 9. Misc Anonymous Advice. Let us pause the game ... – PowerPoint PPT presentation

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Title: COSC'324'001 Usability in Game Design


1
COSC.324.001 Usability in Game Design
  • Lesson 2
  • Standards and Heuristics

2
International Standards Org.
  • The ISO 9241-11 definition of usability includes
    three independent measures including
  • efficiency
  • effectiveness
  • satisfaction.

3
International Standards Org.
  • The International Standards Organization defines
    usability in ISO 9241-11 as the
  • extent to which a product can be used by
    specified users to achieve specified goals with
    effectiveness, efficiency and satisfaction in a
    specified context of use.

4
International Standards Org.
  • in ISO 13407 it attempts to guide practitioners
    in designing for usability.
  • Significant to this specification is the
    construct of the design document.

5
Rules of Thumb
  • Mayhew defines usability as a measurable
    characteristic of a product user interface that
    is present to a greater or lesser degree.
  • One broad dimension of usability is how easy it
    is to learn the user interface for novice and
    casual users.
  • Another is how easy it is to exploit the user
    interface for frequent and proficient users,
    after they have mastered the initial learning of
    the interface.

6
Game Play Heuristics
  • Melissa Federoff notes that in the case of video
    game usability, effectiveness and efficiency are
    secondary considerations in relation to
    satisfaction.
  • Federoff, Melissa A. Heuristics And Usability
    Guidelines For The Creation And Evaluation Of Fun
    In Video Games Masters Thesis. Department of
    Telecommunications, Indiana University. December
    2002.

7
Industry Expert Advice
  • Allow the player to understand the role easily
  • Offer the player the possibility of selecting the
    initial role of the protagonist.
  • Fabricatore, et.al. Playability in video games
    a qualitative design model. Human Computer
    Interaction, vol 17 no 4, pp311-368, 2002.

8
Industry Expert Advice
  • The Sims interface Will Wright
  • Developers sat down and watched players mistakes
    and misconceptions
  • 100 playtesters
  • 11 iterations
  • Rouse, R. Game Design, Theory Practice.
    Interview with Will Wright.

9
Misc Anonymous Advice
  • Let us pause the game
  • Dont time us when were not playing
  • Respond to commands immediately
  • Display text immediately, not one letter at a
    time
  • Make sure text is readable

10
Contd
  • Think about what navigation options we want, and
    make sure theyre there!
  • Let us save our games
  • Clearly display which options in a menu are not
    selectable
  • Dont map two actions to the same button unless
    it makes sense

11
Contd
  • Dont make actions automatic if they may be
    undesirable
  • Dont present a challenge unless its possible
  • Dont send us on wild goose chases.
  • Let us know how well were doing.
  • Let us tackle challenges in any order.
  • Let us replay challenges weve completed.

12
Contd
  • Let us review cinematic sequences whenever we
    want.
  • Remember defaults.
  • Dont make us beat our own previous high scores
    to progress.
  • No mirrored tracks
  • www.lightspawn.org/articles/19.html - no
    authority
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