Friday, November 18, 2016

Interfaces



Examples of interfaces between people and the real world

1) Headphones allow us to listen to music (tool)
2) A car allows us to travel the distance (vehicle)
3) Using a the keyboard we can input commands into a virtual space (tool)
4) An iPhone allows us to interact with virtual spaces (tool)
5) A dishwasher cleans dishes 
6) A dolly cart is an interface for lifting heavy objecst
7) A remote control switches on and off various gadgets
8) A light switch turns lights on and off
9) A tennis racquet people to play tennis
10) Telephone allows us to make calls

Give an example of a good and bad interface between player and game. Explain why it is a good interface.

I think that a very important indicator of good UI is the players ability to make use of the tools that you provide them and turning them into an in-game action. If there is too much or too little information that prevents the user from being able to effectively play the game (things get in the way, distract or do not provide enough options to complete certain tasks). If the tools that are programmed into the keyboard, remote or mouse controls are good then the game becomes intuitive. 

On page 284 in the book, the feeling of freedom is discussed and how it plays into user interface design. Instead of actually giving the user a thousand options that they have to spend their willpower on giving them just enough tools to play the game (and sometimes not giving them otpions at all) in fact builds the feeling of fear. Which is not synonymous with a myriad of options. That also plays into constraints and how giving the user options to choose from when they are asked a questions not only makes the choice a lot quicker, is easier for the designer in general (since he doesn't have to deal with ALL the possible options or even made up options) but saves the player's focus and remain connected to the plot and storyline of the game. Instead of breaking out of the loop and having to make a decision about something they simply shift gears, make a choice and move on. The tools become intuitive and aid with the play of the game instead of interrupting it. 


An example of a good UI: 


The interface doesn't get in the way it add's valuable information that aids you with playing the game. the choices are limited, there are only 1-2 tools that you can switch between which allows you to focus on getting better at mastering them instead of constantly switching between various tools and not getting significantly better using them (which can instead lead to frustration). Even through the designer wanted to give the player options to choose from that function ended up decreasing the experience of the game because the user wasn't progressing. So more tools doesn't always add more value. In the case of this game the stats are used to get better and getting used to using the remote to play the same tools increases your talent and accuracy, making you inherently more competitive. 

Example of a bad UI:


On page 287, the value of visual design is discussed. Anyone who works in an area of visual arts knows that layout affects where the guest will look. Without having ever played this game, from a perspective of a designer I can say that this is a terrible interface. The only reason I can think of as to why all of the menu options are so diverse is to show skill and consideration for the user to have options to create their own gaming experience. But building on the point above, too much freedom takes away from the experience because it hinders the game's flow. There is no reason to have this many options especially when they are not intuitive, take a long time to get used to, hard to read... Having worked backstage at theatres I've built many sets and know that the princeples of guiding the eye of the guest controls the focus is an important storytelling tool. This interface is distracting and doesn't offer useful options for the sake of them being useful. 



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