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CS 4730 HCI + UI = UX CS 4730 – Computer Game Design

CS4730-UX · • EasePofPuse#vs.#EasePofPlearning# • EasePofPuse# – If#you#already#know#whatyou#wantto#do,#how# quick#/#easy#is#itto#pull#itoff?# • EasePofPlearning# – If#you#are#new#to#agame,#how#easy#is#itto#figure#

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Page 1: CS4730-UX · • EasePofPuse#vs.#EasePofPlearning# • EasePofPuse# – If#you#already#know#whatyou#wantto#do,#how# quick#/#easy#is#itto#pull#itoff?# • EasePofPlearning# – If#you#are#new#to#agame,#how#easy#is#itto#figure#

CS  4730  

HCI  +  UI  =  UX  

CS  4730  –  Computer  Game  Design    

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CS  4730  

How  do  we  interact  with  the  game?  •  Broken  into  two  parts  

–  1.  a  device  that  can  sense  a  player’s  physical  moCon  (we’re  assuming  we’re  not  using  mental  devices  just  yet…)  

–  2.  how  the  game  interprets  the  movement  into  the  virtual  world  

•  Part  2  is  related  to  mechanics/dynamics  •  Part  1  can  be  decoupled  from  games  a  bit  and  discussed  independently  

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CS  4730  

Categories  of  Devices  •  Touch-­‐based  •  InerCal-­‐based  •  Sound-­‐based  •  Camera-­‐based  •  “Advanced  sensing”  •  Each  of  these  has  subcategories  as  well  

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CS  4730  

Touch-­‐Based  •  This  category  involves  all  devices  that  require  physical  contact  to  sense  user  input  

•  By  far  the  largest/most  common  category  • Most  are  all  electric  circuit  based,  wherein  a  player  completes  a  circuit  by  a  moCon,  thus  triggering  a  signal  to  the  system  

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CS  4730  

Touch-­‐Based  •  Binary  Circuits  

–  BuYon  unpressed  =  low  voltage  –  BuYon  pressed  =  high  voltage  

•  Angular  Sensors  (potenCometer)  – Analog  joysCcks  vary  the  voltage  with  posiCon  

•  ElectromagneCc  Field  –  Surface  with  baseline  electromagneCc  state  is  disrupted  by  a  finger  touch  

–  ResisCve  completes  a  circuit  beneath  

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CS  4730  

Controller  Examples  •  Keyboard  • Mouse  •  Console  Controller  •  Specialized  Console  Controller  

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CS  4730  

WASD  and  the  Mouse  •  The  keyboard  has  been  around  for  a  LONG  Cme  (relaCvely  speaking)  – Devised  in  the  early  1900s  – With  compuCng  devices  in  the  60’s  

•  The  mouse…  not  as  long,  but  sCll  for  a  while  –  1984  –  Xerox  PARC  and  Apple  and  Microsoj  

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CS  4730  

WASD  and  the  Mouse  • What  sort  of  games  make  sense  for  this  control  structure?  

• Why?  •  How  does  that  affect  the  game  play?  

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CS  4730  

EvoluCon  of  the  Console  Controller  

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CS  4730  

InerCal-­‐Based  •  Accelerometer  

–  Senses  the  direcCon  of  acceleraCon  and  gravitaConal  force  on  a  single  axis  

• Magnetometer  –  EffecCvely  a  compass  sensing  the  Earth’s  magneCc  field  

•  Gyroscope  –  Senses  angular  velocity  and  change  in  force  on  a  spinning  mass  

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CS  4730  

Accelerometers  and  the  Wiimote  • Wiimote  uses  a  3-­‐axis  combo  accelerometer  • Wii  MoCon  Plus  adds  a  gyroscope  

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CS  4730  

Accelerometers  and  the  iPhone  •  How  is  this  a  different  dynamic?  

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CS  4730  

GPS  as  Input  Device  •  Seek  ‘n  Spell  

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CS  4730  

Handling  Noisy  Input  •  Uncertain  input  can  make  games  frustraCng  •  Player  intenCon  has  to  match  game  interpretaCon  

•  This  breaks  down  into  a  state  es&ma&on  problem  

•  By  increasing  or  decreasing  sampling  rate,  we  can  have  a  beYer  predicCon  as  to  what  state  the  device  is  in  

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CS  4730  

Light  Guns  •  Flashing  on  the  screen  is  interpreted  by  the  device  

•  A  ray  can  be  traced  from  the  gun  aperture  to  the  screen  to  determine  the  angle  of  aYack  

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CS  4730  

Sound-­‐Based  •  Speech  Commands  •  Calculate  the  Euclidian  distance  from  a  normalized  sound  clip  to  training  clips  stored  in  a  database  

•  AddiConal  training  models  can  be  layered  on  top  of  this  

•  Or  you  could  ignore  all  of  that  and  just  go  for  pitch  (i.e.  Rock  Band)  

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CS  4730  

Camera-­‐Based  •  Blobfinding  –  latching  on  to  specific  colored  things  in  the  environment  

•  Background  subtracCon  –  over  n  frames,  what  hasn’t  changed?    That’s  the  background  

•  And…  let’s  just  look  at  the  Kinect  and  Child  of  Eden  

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CS  4730  

Input  Schemes  •  Step  1:  Which  controller  •  Step  2:  What  buYons  do  what?  •  Step  3:  ????  •  Step  4:  Profit!  

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CS  4730  

Input  Schemes  •  How  do  you  know  what  buYon  does  what?  

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CS  4730  

Input  Schemes  •  The  bane  of  several  genres  

–  Sports  –  FPSs  

•  The  bane  of  touch  screen  games  – Virtual  sCcks  –  Touch-­‐to-­‐move  

•  The  bane  of  keyboard  games  – …  that’s  a  lot  of  buYons…  

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CS  4730  

“Accepted”  Input  Schemes  •  How  are  these  communicated  to  users?  •  How  do  we  get  over  the  problem  of  “training”  new  gamers?  

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CS  4730  

Okay…  so  that’s  control  •  Now  how  do  we  relay  info  back  to  the  user  on  screen  

•  The  User  Interface  is  essenCal  to  the  feedback  construct  of  games  

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CS  4730  

Let’s  Take  This  Out  of  Video  •  How  do  you  consider  user  interface  for  non-­‐digital  games?  

• What  provides  feedback?  •  How  is  it  enforced?  

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CS  4730  

How  “Easy”  is  “Easy”?  •  Ease-­‐of-­‐use  vs.  Ease-­‐of-­‐learning  •  Ease-­‐of-­‐use  

–  If  you  already  know  what  you  want  to  do,  how  quick  /  easy  is  it  to  pull  it  off?  

•  Ease-­‐of-­‐learning  –  If  you  are  new  to  a  game,  how  easy  is  it  to  figure  out  what  you  are  allowed  to  do  and  how  to  do  it?  

•  Usually,  there  is  a  linear  trade  off  between  these  two  concepts  

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CS  4730  

How  “Easy”  is  “Easy”?  •  Consider  any  WASD  game  

–  Tons  of  hot  keys  – …  tons  of  keys  period  

•  Very  quick  to  do  many  different  acCons  •  How  do  you  know  which  buYon  to  press?  

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CS  4730  

How  “Easy”  is  “Easy”?  •  Consider  a  complex  board  game  

– Usually,  there  are  tons  of  charts,  symbols,  icons,  etc.  

– Very  easy  for  an  experienced  player  to  know  exactly  what’s  going  on  

–  InCmidaCng  to  novice  players  

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CS  4730  

How  “Easy”  is  “Easy”?  •  SomeCmes  you  can  do  both  •  The  concept  here  is  called  recogni&on  over  recall  

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CS  4730  

How  “Easy”  is  “Easy”?  •  SomeCmes  you  can  do  both  •  The  concept  here  is  called  recogni&on  over  recall  

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CS  4730  

Super  Models  •  The  User  Model  

– How  the  user  “thinks”  the  system  will  behave  

•  The  Program  Model  – How  the  game  ACTUALLY  will  behave  

•  Program  Model  is  always  “right”  with  video  games  –  This  isn’t  always  true  with  board  games!  

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CS  4730  

Super  Models  •  You  want  these  models  to  match  as  much  as  possible  –  Even  if  there  is  some  “behind  the  scenes”  shenanigans  going  on  to  make  it  look  right  

• Which  is  easier  to  change?  •  How  do  you  know  if  you  need  to  change  something?  

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CS  4730  

Super  Models  •  Play  tesCng!  •  This  is  actually  much  more  robust  than  in  other  sojware  development  

•  You  watch  people  play  –  See  what  buYons  they  press  – When  they  press  – How  they  press  – How  they  interact  – Watch  lots  of  people!  

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CS  4730  

If  the  Models  are  Wrong  •  FrustraCon,  embarrassment,  anger  are  all  reacCons  to  an  incorrect  user  model  

•  Probably  not  a  central  aestheCc  to  your  game  –  (maybe…)  

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CS  4730  

Focus  on  the  InteracCons!  • What  is  the  opera&onal  profile  of  your  game?  •  Find  the  most  common  acCviCes  and  make  them  the  easiest  to  do  

•  Find  the  most  common  icons/symbols  and  put  them  up-­‐front  and  center  

•  Don’t  rely  on  tradiConal  colors/symbols  for  everything  –  Consider  the  mailbox  icon…  

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CS  4730  

Tips  and  Tricks  •  Eliminate  all  uninteresCng  tasks  –  everything  should  have  a  purpose  

•  Use  visual  metaphors  –  make  it  obvious  for  what  something  represents  

•  Be  consistent  with  similar/established  games  •  Keep  HUDs  appropriate  to  the  asetheCcs  

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CS  4730  

How  important  is  UI  design?  •  If  you  screw  up  your  UI  for  a  text  editor  

–  The  user  might  get  a  liYle  frustrated  – Might  read  the  manual  – Might  realize  they  are  using  EMACS  and  quit  

•  If  you  screw  up  your  UI  for  a  game  –  The  user  gets  very  frustrated  –  The  user  may  get  angry  –  The  user  will  never  buy  your  game  again  –  The  user  will  leave  lots  of  nasty  comments  

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CS  4730  

What  are  you  trying  to  convey?  • What  are  you  trying  to  get  across  to  the  user  with  your  UI  design?  

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CS  4730  

What  are  you  trying  to  convey?  •  The  state  of  the  world  •  The  rules  •  The  available  acCons/interacCons  •  How  do  you  do  this?  •  How  do  you  show  the  state  while  keeping  gamers  immersed?  

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CS  4730  

Providing  Info  

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CS  4730  

Providing  Info  

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CS  4730  

Providing  Info  

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CS  4730  

Examples  

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CS  4730  

Examples  

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CS  4730  

Examples  

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CS  4730  

Examples  

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CS  4730  

Examples  

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CS  4730  

Examples  

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CS  4730  

Examples  

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