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Mobile Games Users Interaction Patterns
Lecture 02
2016-2017 Mobile Games Development & Promotion, Maksimenkova
Olga, FCS, SSI 1
Today
• Classification of Gamers
• Design Patterns
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 2
Classification of Users From users to gamers
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 3
User Habits
• Experienced with a System
• Familiar with a System
• Unfamiliar with a System
C. Cornett How Habits Can Impact User Behavior
(http://www.inspireux.com/2013/03/30/how-habits-can-impact-user-behavior/)
T. Laurinavicius Designing for User Habits and Routines
(https://webdesign.tutsplus.com/articles/designing-for-user-habits-and-routines--cms-24337)
Gender
• Man
• Woman
C. Kerr New data highlights gender split for mobile game genres
(http://www.gamasutra.com/view/news/260116/New_data_highlights_gender_split_for_mobile_game_genres.php)
And the Others
• Age • Gradation by solving problems
• Specific levels, limitations, permissions, etc.
• Religion • Signs, terms, graphic interpretation
• Psychophysiological • Specific classification – people with disabilities
Gamers Classification
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 9
E. Adams From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
(http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php?print=1)
Classification of Gamers
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 10
C. James Hierarchy of Gamers: Where Are the Lines Drawn?
(http://casualgamerevolution.com/blog/2014/03/hierarchy-of-gamers-where-are-the-lines-drawn)
Reminder Mobile Input&Output
Mobile UI
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 11
Mobile Input/Output
• Touch Screen
• Touch Pad, AccuPoint
• Camera
• Microphone, speaker
• Vibrating Alert
• Accelerometer
• GPS
• Wi-Fi, Bluetooth,…
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 12
UI Features and Troubles
• Difficult to fulfil ergonomic requirements
• Lack of screen space
• Troubles with Selection & Drag and Drop
• Variety of geometric forms, types,…
• Voice commands
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 13
Managing with Troubles
• Compress your information • Use abstracts (and “More..”
buttons) • Remember of geometry and
resolution while visualizing • Use high contrast images • Avoid stodgy graphics
• Improve the readability of fonts
• UI manual scaling and auto-scaling • Magnification gestures
• Android accessibility. Help. Magnification gestures (https://support.google.com/accessibility/android/answer/6006949?hl=en)
• Save user’s input ASAP
• Lists, Combo boxes, etc. instead of free input
2016-2017
Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI
14
http://blog.campaignmaster.co.uk/2013/01/10/email-101-email-safe-fonts/
Managing with Troubles
• Wide using of hardware buttons on a device’s case
• Linear Wizards • Standard “Back” button is suitable
• Voice input/output
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 15
Real and Sensor Buttons
• What is a Sensor Button?
• We can push a real button, pushing a sensor button is a reaction of a device
• Sensor button needs a visual contact
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 16
User Interface User Centered Design
Patterns
UI Patterns
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 17
User Centered Design (UCD)
• User-Centered Design (UCD) is a user interface design process that focuses on usability goals, user characteristics, environment, tasks, and workflow in the design of an interface • Notes on User Centered Design
Process (UCD) (https://www.w3.org/WAI/redesign/ucd)
• T. Lawdermilk User-Centered Design. A Developer's Guide to Building User-Friendly Applications (http://shop.oreilly.com/product/0636920028741.do)
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 18
UCD Principles
• Early focus on users and tasks • Structured and systematic information gathering (consistent across the
board)
• Designers trained by experts before conducting data collection sessions
• Empirical Measurement and testing of product usage • Focus on ease of learning and ease of use
• Testing of prototypes with actual users
• Iterative Design • Product designed, modified and tested repeatedly.
• Allow for the complete overhaul and rethinking of design by early testing of conceptual models and design ideas.
2016-2017 Mobile Games Development & Promotion,
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Notes on User Centered Design Process (UCD) (https://www.w3.org/WAI/redesign/ucd)
UCD Process Map
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Maksimenkova Olga, FCS, SSI 20
https://www.usability.gov/how-to-and-tools/resources/ucd-map.html
Patterns in Human Behavior, Interaction and Cognition
• Behavior pattern • A “program”, which is started as a reaction on a particular situation
• Interaction pattern • A “program” of communication
• Cognitive pattern • Stimulus-Reaction
• Problem solving
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 21
Design Pattern
• Design pattern provide proven solutions to frequent design problems in a generative and human-readable format
• The special case of interaction patterns describes recurring actions a user performs when interacting with a computer to achieve a certain goal of a task. These actions are implicit if they arise from the discourse context - the previous actions of the user - and are called explicit if they are directly triggered by the user (e.g., pushing a button). • Interaction Patterns (http://wiki.iks-
project.eu/index.php/InteractionPatterns)
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 22
Parts of an Interaction Pattern
• the problem
• the pattern (i.e., the solution of the problem)
• use cases for the pattern
• how the pattern applies for the use cases
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 23
Interaction Design Patterns
• An interaction design (ID) pattern is a general repeatable solution to a commonly-occurring usability problem in interface design or interaction design • (https://www.interaction-design.org/literature/book/the-glossary-of-human-
computer-interaction/interaction-design-patterns)
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 24
Interaction Design Patterns for Mobile Devices
• Input/Output is the most specific
• “Mobile Patterns” • [book] Mobile UI Design Patterns (https://studio.uxpin.com/ebooks/mobile-
design-patterns)
• [blog] Android UI Patterns (http://www.androiduipatterns.com)
• Catalogues • 4ourth Mobile Design Pattern Library (http://4ourth.com/wiki/Index)
• По книге Designing Mobile Interfaces: Patterns for Interaction Design, но книгу читать не надо...
• Ptrns by Beyond Labs (http://pttrns.com)
• Mobile Patterns (http://www.mobile-patterns.com)
• Inspired UI by Sergey Pakhandrin (http://inspired-ui.com)
• AppreciateUI (http://www.appreciateui.com)
• lovely ui (http://www.lovelyui.com)
UI Catalogues for Mobile Games
• Games Inspiration (http://gamesinspiration.com/)
• Game patterns (http://www.game-patterns.com/#!/)
• Mobile game patterns (http://mobilegamepatterns.com/)
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 26
UI Design Patterns Challenges
• M. Glenister The UX of VR (http://www.uxofvr.com)
• Dan Talks UI fro VR at Develop 2015 (http://atomhawk.com/news/post/dan-talks-ui-vr-develop-2015)
• UI/UX Design Patterns in Virtual Reality (http://realityshift.io/blog/ui-ux-design-patterns-in-virtual-reality)
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 27
https://www.google.ru/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwjpipLHyK_PAhXLhiwKHXJ3AW4QjRwIBw&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F20969954493113813%2F&bvm=bv.133700528,d.bGg&psig=AFQjCNGTOkUoIzGrwGz1vuNQkr1o6LGOMQ&ust=1475066362638112
Examples UI Patterns Implementation
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 28
Drag and Drop Using Touch Screen
2016-2017 Mobile Games Development & Promotion,
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Navigation
2016-2017 Mobile Games Development & Promotion,
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Statistics (Simple Dashboard)
Menu with pictograms (icons)
Avatar Representation (FPS)
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Avatar Representation (Platformer)
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Avatar Representation (Fighting)
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Avatar Representation (Third Person Game View)
2016-2017 Mobile Games Development & Promotion,
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Fails and Lessons
• T. Neil, R. Malley Rethinking Mobile Tutorials: Which Patterns Really Work? (https://www.smashingmagazine.com/2014/04/rethinking-mobile-tutorials-which-patterns-really-work/)
• K. Higgins First time user experience in mobile apps (http://www.kryshiggins.com/first-time-user-experiences-in-mobile-apps/)
• K. Higgins First Time User Experience (http://firsttimeux.tumblr.com/tagged/mobile-app)
2016-2017 Mobile Games Development & Promotion,
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Wise men learn by other men’s mistakes; fools by their own.
Architectural Patterns
• M. Haney Design Patterns in Game Programming (http://www.gamasutra.com/blogs/MichaelHaney/20110920/90250/Design_Patterns_in_Game_Programming.php)
• R. Nystrom Game Programming Patterns (http://gameprogrammingpatterns.com/contents.html)
• M. Luedke Common Design Patterns for Android (https://www.raywenderlich.com/109843/common-design-patterns-for-android)
• Mobile Application Architecture Guide (http://robtiffany.com/wp-content/uploads/2012/08/Mobile_Architecture_Guide_v1.1.pdf)
• I. Astahovs Use of Design Patterns for Mobile Game Development (https://www.diva-portal.org/smash/get/diva2:546698/FULLTEXT01.pdf)
2016-2017 Mobile Games Development & Promotion,
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More Relevant Links
2016-2017 Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI 39
• Game Development. Stack exchange (http://gamedev.stackexchange.com/)
• A Basic Game Architecture (http://obviam.net/index.php/2-1-a-little-about-game-architecture/)
• Designing for Mobile, Part 1: Information Architecture (http://www.uxbooth.com/articles/designing-for-mobile-part-1-information-architecture/)
• Designing Elegant Mobile Games (https://www.objc.io/issues/18-games/designing-elegant-mobile-games/)
• M. Rohs Mobile Input & Output Technologies (https://www.medien.ifi.lmu.de/lehre/ws1011/mmi2/mmi2-3d-Mobile-IO.pdf)