10. August 2011 08:57

User Interfaces in Games

Games UI Series

For some time I have written about both my professional and social interests on this blog; covering user experience and gaming, but I want to combine them and look at user interface design in games. I think this is an oft-neglected part of games, especially with the usual budget and time constraints, however as with any software design the usability of the user interface can have a profound effect on the user’s experience.

World of Warcraft screen with massive campaign detail

An advanced user experience on World of Warcraft

Usability in games is not restricted to on screen interactions, there is a such diversity of ways to interact with your gaming platform of choice; be it joypad, keyboard, touch screen, or no controller at all. This makes the platform and method of interaction a key part of the user experience in games, as such I will explore the strengths and weaknesses of these human-computer interfaces.

Some games designers and developers think that creating games is completely different to creating other software, because they are creating entertainment rather than tools. However recently as we have seen an increasing overlap between games and applications e.g. Epic Win we can see that these lines are far more blurred than previously considered. Software development has only recently realised the commercial value of user experience, but games developers often consider themselves the audience as well as the creators, failing to realise that their familiarity with their game hampers their ability to see their product impartially; perhaps more frustrated by the focus groups that require them to “dumb down” games than they are in the issues that may cause that confusion in the first place. While games do need to offer challenges in order to evoke a sense of achievement, these challenges should be designed and deliberate and not a hurdle of a poorly designed interface.

I was delighted to see that Edge has added to its staff Graham McAllister; the CEO of Vertical Slice, the UK’s first usability testing company to focus solely on games. This recognition of the need for usability in an industry leading publication can only help raise the profile of the value of understanding your users.

I’m hoping to write a series of game reviews, which look specifically at the UI and give a heuristic review on their strengths and weaknesses as well as offering possible alternative solutions where appropriate. 

RockStar’s Red Dead Redemption and LA Noire

I wanted to look at how RockStar have evolved their user interface from Read Dead Redemption to their latest game, LA Noire. Their games all have consistent game mechanisms, so it is possible to chart the evolution of their interfaces, even from GTA to their latest offering.

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16. May 2010 13:41

Android and HTC: The mobile power couple

I recently acquired a HTC Desire running Android 2.1 and it has significantly changed the way I use my mobile phone. The primary reason for this can easily be attributed to Android. I knew when selecting a new phone that the apps would make or break it.

So why not go with iPhone? Because HTC make the best hardware on the market.

HTC Desire

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14. March 2010 18:30

Pivot - interesting data navigation from Microsoft Labs.

Pivot is a tool for browsing large collections of data, such as Wikipedia, and really shows the value of a good API and semantic data. 

It contains a filtering system on the left to help you dig into and out of the data, combined with a smooth zoom interface as we've seen implemented before in Seadragon and Photosynth and some very familiar browser elements such as tabs, most visited history on your homepage and bookmarking. It offers a very visual way of interacting with large data catalogues, such as movie databases or games catalogues, through film posters and game covers, something that I really love.

You can see Gary Flake demonstrating Pivot at the TED conference in Feburary here:

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10. October 2009 23:21

Project Natal

Project Natal was announced by Microsoft at E3 as new interface peripheral for the Xbox 360, which removes the need for a joypad, instead body movement, facial recognition and voice are used for interaction.

We have seen similar innovations with the EyeToy for the PS2 and the notion detection in the Wii, but both have severe limitations. The EyeToy is a single lens camera, so it is easily affected by lighting and background, while the motion detection in the Wii is built into the joypad and has limited capabilities by default.

The demo shown at E3 is jaw dropping, showing seemingly natural interaction with a character called Milo, but anyone with any experience of Microsoft demos treats them with appropriate levels of scepticism. Since they haven’t beaten the Turing test there is certainly some smoke and mirrors going on, in the words of Milo’s creator Peter Molyneux “If we had, then applying it to a computer game would be the last of the solutions we'd use it for.”

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6. July 2009 18:49

Google Wave

I loved the Google Wave demo, but probably for all the wrong reasons. I loved the fact that it was an honest demo, ok so that means it breaks, but I prefer to forgive a few bumps in the demo than see canned demos that are so slick I'm left wondering if it was all faked up.

Google Wave made a lot of noise when the demo video was released, and understandably, anyone with an ounce of geek in them keeps an eye on what the big guys are up to. I love how Chrome has changed the way I browse the web and I'm interested to see how Wave might change behaviours too.

For the most part Google Wave, while technically a huge accomplishment, is really the next generation of the web (whatever we might call it), it is a natural evolution from where we are now.

I like the concept of simultaneous conversations; I’ll often have at least two concurrent conversations with an individual via instant messaging, and being able to thread that could be really useful. However I can imagine not wanting to share everything I type straight away. I find the thinking time typing allows me to be really useful. Interestingly I might not turn off the functionality – and give the game away – but rather think more before I type. Typing becomes more transparent like talking, but still lacks the other sensory cues we use in communication.

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29. May 2009 18:09

Girl Geek Dinners is relaunched in Nottingham

At last the ball is rolling...

I'm really excited that at last I have managed to get the ball rolling and Girl Geek Dinners are back up and running in Nottingham. I have to say a massive and huge thank you to everyone who has been really supportive. I've never run an event like this before, but what I lack in experience I make up for in enthusiasm and a willingness to ask questions.

If you want to be kept up to date about these events then either email me or follow @NottsGirlGeeks on Twitter.


24. March 2009 14:12

Ada Lovelace Day: Molly E. Holzschlag

If you are reading this then you are probably already aware of Ada Lovelace Day, but just in case; it is a day dedicated to blogging about women we admire in technology:

I'm choosing to write about Molly E. Holzschlag, and why I admire her. (Disclaimer: fangirl moments are therefore to be expected).

Molly Holzschlag

I've been working with the web for all of my professional career and it became very clear, very quickly that web standards were fundamental in making writing code easier, while more importantly being necessary to create an open and accessible web that was capable of what we hoped and imagined it could do. Although she doesn't know it Molly has been with me every step of my journey, writing about best practice and web standards, shaping the way I and many others work. I started way back with a HTML and CSS textbook and A List Apart and WaSP.

Molly was leader of WaSP (Web Standards Project) from early 2004 through to the end of 2006 and in that time drove real change by recognising that it is not enough to be evangelical about your subject, you need to make connections with and influence those that create the tools and the code inorder to affect the change you want. She helped build relations with Macromedia to influence the tool that web designers were using, and connections with Microsoft to help improve the browser that most people were using. Coming from a history of hacking Dreamweaver to try and force it to write valid XHTML while struggling with browser inconsistencies, it was good to know someone was talking to these corporate giants and refusing to be ignored.

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14. March 2009 14:06

Create your own Photosynth

Microsoft have released a demo of Photosynth that allows you to create your own experiences. It still only works in Internet Explorer and requires a plugin to view. But I've been waiting for ages to have a play with this technology. It is amazingly simple to use, you just add a selection of photos of your subject and you are away, there is no labourious stitching of photographs required, it works out where they all fit in the scene.

I decided for my subject I'd take the popular Flickr topic of photographing your workspace. I've always felt my desk is a bit of an adventure (mess) and one simple photograph could never allow you explore its landscape in the same way I do. So I've made a photosynth of my desk here:


Photos are so much easier to take and store, they are on almost all mobile phones and services such as TwitterPic and Flickr show how taking photographs has become a normal way to document any event. When there is such a rich source of information, new ways of using and exploring this data is really interesting. If we think about how Google have recently had cars driving around the UK to map the streets for Google Maps, this effort and expense could be made redundant through the power of crowd-sourcing the photographs/data and applying a technology such as Photosynth. While Google just captures that street at that single point in time, this technology could also allow you to manipulate the time you are viewing that moment at. For instance if we take a popular tourist spot like St Paul's Cathedral, this has been photographed millions of times, so you could choose to not only experience it from a contemporary set of photographs but also using historic data, to experience the view in the 1920's for example.


14. December 2008 22:56

Seadragon on the iPhone

Microsoft has released it's first iPhone application and its a good one. Some of the more interesting things that are coming out of Microsoft labs are Photosynth and Seadragon, you can see an excellent demo of this at a TED talk from 2007:

In brief Seadragon allows you to zoom quickly and smoothly through a great deal of visual information, so much information infact that when I originally saw the demo I assumed it was a little bit of demo magic being worked on a very high end computer. The zoom interface of Seadragon would seem like a natural fit with the multi-touch interface of the iPhone, but I had always thought that the iPhone did not have the necessary computing power to run such an application, thankfully I was wrong.If you are lucky enough to have an iPhone or iPod check Seadragon out and let me know what you think.


8. December 2008 20:28

The Magic of Interface Design

While reading Derren Brown’s book 'Tricks of the Mind' (thanks Simon) I began to see some overlap between performing close-up magic and designing user interfaces; it comes down to understanding and predicting your audience’s attention.

The approach however is from opposite sides of the problem; while the interface designer tries to focus the attention of the user to enable them to achieve a task, the magician relies on our inability to focus on everything to perform their trick. Especially when we are concentrating on something we can easily miss even the most obvious things, so while we are looking to see how the trick is done it distracts us from how it is actually done.

Try this awareness test:


It makes it clear that if there is a lot going on then not only is it harder to find the information you want, but you can miss important information you didn’t know you needed. In the context of interface design it can be frustrating for a user and ultimately may prevent them from being able to achieve their goal.

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