This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
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 dfarrell@davidlearnsgames.com
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)
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?
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