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Game Design 2
                Lecture 12: Usability, Metaphor & Layout



                            With thanks to Ed de Quincey




http://www.comu346.com                                     dfarrell@davidlearnsgames.com
What is usability?
“Usability is a quality attribute that assesses how
  easy user interfaces are to use. The word
  "usability" also refers to methods for improving
  ease-of-use during the design process.” (Nielsen,
  2003)
Attributes of usability
• Learnability: How easy is it for users to accomplish basic tasks
  the rst time they encounter the design?
• Efficiency: Once users have learned the design, how quickly can
  they perform tasks?
• Memorability: When users return to the design after a period of
  not using it, how easily can they re-establish pro ciency?
• Errors: How many errors do users make, how severe are these
  errors, and how easily can they recover from the errors?
• Satisfaction: How pleasant is it to use the design?
(Nielsen, 2003)
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
iPhone Keyboard
• http://bit.ly/comu346iPhoneKeyboard
Alpha / Numeric
email / URL
Web Search / Normal Search
First principles: Fitt’s Law
“The time to acquire a target is a function of the
distance to and size of the target.”
• Use large objects for important functions (Big buttons are
  faster).
• Use the pinning actions of the sides, bottom, top, and
  corners of your display: A single-row toolbar with tool
  icons that "bleed" into the edges of the display will be
  many times faster than a double row of icons with a
  carefully-applied one-pixel non-clickable edge along the
  side of the display.
  (Tognazzi, 2003)
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Always consider the user
Useful human strengths and weaknesses to consider include:
• Memory - people can remember 7 (plus or minus 2) “chunks” of
  information.
• Visual perception e.g. colour blindness
• Motor skills e.g. mouse skills
• Learning and skill acquisition
• Motivation
• User’s conceptual models
• Population stereotypes
• Human diversity e.g. accessibility issues for disabled users
Interface Metaphors
“In order to use a computer-based application in an
 effective way it is important that users acquire an
    appropriate cognitive model relating to that
                     application.”

                                 Richards et al.
         http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
“The mouse is a hand and the cursor is a nger”




              http://www.brockerhoff.net/Paper2000.pdf
Metaphors in Games

• Many games don’t use ‘default’ UI styles.
• Metaphors can be used in icons as symbols
• Metaphors can also contextualise your
  interface and help with immersion
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Metaphor exercise
1. Imagine that you have been tasked with designing an in-
   game matchmaking system that lets (similarly talented)
   Xbox 720 & PS4 players compete against PC players in
   Doom 5.
2. Are there any metaphors that you could employ in the
   design to allow players to nd appropriate games?
Layout


• Some layouts feel better than others
• What makes a layout ‘feel’ good?
Rule of Thirds


• Break a screen into
  thirds (horizontally
  and vertically)
• This not only gives
  4 parts of the image
  to consider ‘important’
• It also gives 4 lines
  which can be used
  for spacing
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
• Most often used in visual arts
  (photography) but applies to interface
  layout too
Golden Section/Divine Proportion

   Phi 1.618 …
Golden Section/Divine Proportion
• Creating designs on “feeling”
  –what is that feeling?

  Phi 1.618 …
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
The DNA molecule, the program for all life, is based on the golden section. It
 measures 34 angstroms long by 21 angstroms wide for each full cycle of its
 double helix spiral. 34 and 21 are numbers in the Fibonacci series and their
           ratio, 1.6190476 closely approximates phi, 1.6180339.
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Grids
• If elements are not
  aligned, it strains the
  eye.
• Vertical / horizontal
  alignment or grid
  layouts can help

                            http://webstyleguide.com/page/grids.html
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
http://www.blueprintcss.org/
http://developer.yahoo.com/yui/grids/
http://developer.yahoo.com/yui/grids/builder/
Visual layout and elements
• Screen resolution and size of monitors
   – “image-safe area”
   – Valve do surveys - check out their data.
• Design in a style that appeals to audience’s taste
   – test the design
• Organisational / platform design conventions?
• Consistent visual identity
• Present your message efficiently and avoid clutter
• Draw attention to new or greatly changed content
• Avoid requiring users to scroll in order to determine page contents
   – the “fold” concept for web design
• Avoid requiring the use of horizontal scroll bars
• Use the top and left areas of the page for navigation and identity
Any Questions?


• Note: be prompt tomorrow
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Games Design 2 - Lecture 12 - Usability, Metaphor and Layout

  • 1. Game Design 2 Lecture 12: Usability, Metaphor & Layout With thanks to Ed de Quincey http://www.comu346.com [email protected]
  • 2. What is usability? “Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.” (Nielsen, 2003)
  • 3. Attributes of usability • Learnability: How easy is it for users to accomplish basic tasks the rst time they encounter the design? • Efficiency: Once users have learned the design, how quickly can they perform tasks? • Memorability: When users return to the design after a period of not using it, how easily can they re-establish pro ciency? • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction: How pleasant is it to use the design? (Nielsen, 2003)
  • 8. Web Search / Normal Search
  • 9. First principles: Fitt’s Law “The time to acquire a target is a function of the distance to and size of the target.” • Use large objects for important functions (Big buttons are faster). • Use the pinning actions of the sides, bottom, top, and corners of your display: A single-row toolbar with tool icons that "bleed" into the edges of the display will be many times faster than a double row of icons with a carefully-applied one-pixel non-clickable edge along the side of the display. (Tognazzi, 2003)
  • 13. Always consider the user Useful human strengths and weaknesses to consider include: • Memory - people can remember 7 (plus or minus 2) “chunks” of information. • Visual perception e.g. colour blindness • Motor skills e.g. mouse skills • Learning and skill acquisition • Motivation • User’s conceptual models • Population stereotypes • Human diversity e.g. accessibility issues for disabled users
  • 14. Interface Metaphors “In order to use a computer-based application in an effective way it is important that users acquire an appropriate cognitive model relating to that application.” Richards et al. http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
  • 15. “The mouse is a hand and the cursor is a nger” http://www.brockerhoff.net/Paper2000.pdf
  • 16. Metaphors in Games • Many games don’t use ‘default’ UI styles. • Metaphors can be used in icons as symbols • Metaphors can also contextualise your interface and help with immersion
  • 21. Metaphor exercise 1. Imagine that you have been tasked with designing an in- game matchmaking system that lets (similarly talented) Xbox 720 & PS4 players compete against PC players in Doom 5. 2. Are there any metaphors that you could employ in the design to allow players to nd appropriate games?
  • 22. Layout • Some layouts feel better than others • What makes a layout ‘feel’ good?
  • 23. Rule of Thirds • Break a screen into thirds (horizontally and vertically)
  • 24. • This not only gives 4 parts of the image to consider ‘important’
  • 25. • It also gives 4 lines which can be used for spacing
  • 28. • Most often used in visual arts (photography) but applies to interface layout too
  • 30. Golden Section/Divine Proportion • Creating designs on “feeling” –what is that feeling? Phi 1.618 …
  • 34. The DNA molecule, the program for all life, is based on the golden section. It measures 34 angstroms long by 21 angstroms wide for each full cycle of its double helix spiral. 34 and 21 are numbers in the Fibonacci series and their ratio, 1.6190476 closely approximates phi, 1.6180339.
  • 41. Grids • If elements are not aligned, it strains the eye. • Vertical / horizontal alignment or grid layouts can help http://webstyleguide.com/page/grids.html
  • 47. Visual layout and elements • Screen resolution and size of monitors – “image-safe area” – Valve do surveys - check out their data. • Design in a style that appeals to audience’s taste – test the design • Organisational / platform design conventions? • Consistent visual identity • Present your message efficiently and avoid clutter • Draw attention to new or greatly changed content • Avoid requiring users to scroll in order to determine page contents – the “fold” concept for web design • Avoid requiring the use of horizontal scroll bars • Use the top and left areas of the page for navigation and identity
  • 48. Any Questions? • Note: be prompt tomorrow