[game_edu] Game interface design class?
Jose P. Zagal
jzagal at cdm.depaul.edu
Thu Jun 16 00:18:34 EDT 2011
Thanks for all the suggestions and ideas!
I am familiar with the "usual" HCI and UX sources, so I was looking to
complement those with game-related ones. It will take me some time to
digest all your recommendations!
Jose
On 6/15/2011 8:17 PM, Adam Parker wrote:
> Hi all,
>
> I was an interaction designer focusing on UI for web and kiosks in a
> past life. I don't lecture in this area at present, but when asked about
> my professional practice by students designing game UIs I tend to start
> them with two clear spines...
>
> * From a human-computer interaction (HCI) perspective - Ben
> Shneiderman, Designing the User Interface
> <http://www.amazon.com/Designing-User-Interface-Human-Computer-Interaction/dp/0321537351/ref=dp_ob_title_bk>,
> fifth edition. The 8 Golden Rules of HCI, and 50 years of progress
> along computer science, cognitive science and ergonomic principles.
>
> * From an interaction design (IxD) perspective, I agree with Kim -
> Preece, Rogers and Sharp, Interaction design: Beyond
> Human-Computer Interaction
> <http://www.amazon.com/Interaction-Design-Beyond-Human-Computer/dp/0470665769/ref=dp_ob_title_bk>,
> now in its third editon. This book has changed markedly over the
> years since the edition Kim is talking about, so get a recent one
> at all costs. A condensation of the more recent trend in the last
> 2 decades towards investigation based on qualitative social
> science methods.
>
> The UI field can be seen as being structured by the tectonics of these
> two major disciplinary tendencies - one tending towards engineering, the
> other tending towards "product" design.
>
> For those who have to teach this area to non-designers, an oldie but goodie
>
> * Mullet and Sano, Designing Visual Interfaces
> <http://www.amazon.com/Designing-Visual-Interfaces-Communication-Techniques/dp/0133033899>.
> Back in 1994 this saved my professional bacon when thrown in the
> deep end designing UI on a major project with no experience. I owe
> them beer. many examples out of date (MacOS 6!!!), but the
> principles are timeless.
>
> Also consider:
>
> * Krug, Don't make me think!
> <http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pd_sim_b_4>.
> Web oriented, but witty and readable.
>
> Now, some thoughts for gratuitous effect ;^) (Gets on his old feller
> soapbox...)
>
> I'd issue a word of caution that we should not assume that HCI and IxD
> knowledges are immediately transferrable to game design in general.
> Assessment is required. Practitioners in those disciplines often operate
> under ideologies of efficiency and productivity that often run counter
> to notions of play.
>
> There is also much to be said for knowledges and practices devised in
> light of the opportunities arising from the area's unique processes,
> some of which could better inform UI as practiced in traditional HCI and
> IxD.
>
> I really like the look of David Farrell's curriculum, as it puts
> emphasis on pragmatic user evaluation techniques and analysis methods.
>
> All that being said, I've a personal interest in the effectiveness of
> transferring traditional IxD knowledge to game design in general where
> appropriate, so please let me know how things are going for you if you
> are trying to do this as well.
>
> Cheers
> Adam
>
> On Wed, Jun 15, 2011 at 8:12 PM, Kim Blake <kblake at blitzgamesstudios.com
> <mailto:kblake at blitzgamesstudios.com>> wrote:
>
> Hi,
>
> One of our designers is super-keen on the importance of UI design
> and he recommends this from his (not very distant) uni days:
>
> Preece, Rogers and Sharp (2002) – Interaction Design
>
> It’s got some great stuff in it, but I guess if you were buying it
> specifically I’d probably say get a cheapo copy since it has
> enormous swathes dedicated to various different ways of identifying
> your users needs, the principal of which is great, but the long long
> explanations of how to do them are not worth your up-to-date pennies.
>
> Kim
>
> *From:*game_edu-bounces at igda.org <mailto:game_edu-bounces at igda.org>
> [mailto:game_edu-bounces at igda.org
> <mailto:game_edu-bounces at igda.org>] *On Behalf Of *David Farrell
> *Sent:* 15 June 2011 10:38
>
> *To:* IGDA Game Education Listserv
> *Subject:* Re: [game_edu] Game interface design class?
>
> Hi,
>
> Here at Glasgow Caledonian, I teach a class on game UI. I put all my
> slides up on slideshare
> <http://www.slideshare.net/unthank/presentations> (anything tagged
> comu346) and you can download my coursework specification somewhere
> on the course blog ( http://comu346.com )
>
> We had a similar problem in finding good resources online. We ended
> up mixing in some non-game-specific UI stuff (traditional UI + some
> design focus from Norman's Design of Everyday Things
> <http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746>,
> Duarte's Slideology
> <http://www.amazon.co.uk/slide-Science-Creating-Presentations-Presentation/dp/0596522347>
> and Tufte's work
> <http://www.amazon.com/Envisioning-Information-Edward-R-Tufte/dp/0961392118/ref=sr_1_2?s=books&ie=UTF8&qid=1308130427&sr=1-2>
> amongst other stuff) alongside the gamey stuff. I couldn't find a
> single great resource for the game stuff and so ended up using
> traditional UI teachings and hunting for examples from games myself
> that used the technique in question.
>
> The class goes a bit beyond game UI in the traditional sense and
> talks about data visualisation with the aim of promoting better ways
> of presenting data to players.
>
> The course syllabus this year covered:
>
> * Menus (using Brent Fox's book
> <http://www.amazon.co.uk/Interface-Design-Premier-Press-Development/dp/1592005934>'s
> approach to flowcharts)
> * UI components (including using Krystian Majewski's excellent
> Mass Effect UI
> <http://gamedesignreviews.com/reviews/mass-effect-interface-fail/>
> breakdown alongside traditional 'here is what a radio button
> is good for' stuff)
> * Use of text (fonts etc)
> * Use of Colour (mixing game examples, some colourblind stuff
> and Tufte's work on this )
> * Use of layering and separation (Tufte's techniques mapped onto
> games)
> * Micro and Macro design (Tufte again)
> * Immersion through UI (heavily based on Fagerhold's brilliant
> Masters Thesis
> <http://www.google.co.uk/url?sa=t&source=web&cd=5&ved=0CDIQFjAE&url=http%3A%2F%2Fpublications.lib.chalmers.se%2Frecords%2Ffulltext%2F111921.pdf&ei=3nr4TbWlLIW2hAfYnqjyCw&usg=AFQjCNEX0-OnTKT_zHSML1z3MfuDaEwIkg>
> on diegetic UI - as mentioned in this gamasutra article
> <http://www.gamasutra.com/view/feature/4286/game_ui_discoveries_what_players_.php?print=1>)
> * Semiotics and Icon Design
> * Prototyping Techniques (wireframes / card-sorting / digital
> prototypes)
> * UI evaluation techniques (heuristic evaluation / cognitive
> walkthrough / think aloud protocol)
> * Platform constraints (use the iPhone HIG document - I tried to
> get a hold of the guideline docs for XBox and Playstation but
> couldn't)
>
> The coursework assignment last year was to redesign the Dwarf
> Fortress UI for XBox and this year the assignment was to redesign
> the UI for Solium Infernum for the iPad. Both of these PC games have
> oodles of data and game verbs that the game struggles to present
> without resorting to endless menus.
>
> We use Flash for the technical component of the class and the
> student digital prototypes are a mixture of working Flash UI and
> static game screenshots.
>
> If Jose (or anyone else here) has any ideas on how to improve this
> (beyond the links already shared) please share them.
>
> HTH
>
> David
>
> On 14 June 2011 22:12, Ian Schreiber <ai864 at yahoo.com
> <mailto:ai864 at yahoo.com>> wrote:
>
> Thanks for the callout! I also addressed the topic in my online
> course from 2009 based on the book:
> http://gamedesignconcepts.wordpress.com/2009/08/24/level-17-user-interfaces/
>
> The primary focus in that blog post is on the UI of nondigital
> games, not video games, but I think there are a number of
> overlapping concepts between the two.
>
> - Ian
>
> ------------------------------------------------------------------------
>
> *From:*Dan <danc at narrativedesigns.com
> <mailto:danc at narrativedesigns.com>>
> *To:* IGDA Game Education Listserv <game_edu at igda.org
> <mailto:game_edu at igda.org>>
> *Sent:* Tue, June 14, 2011 3:52:31 PM
> *Subject:* Re: [game_edu] Game interface design class?
>
>
> While not a book focused on UI, Brathwaite & Schreiber's "Challenges for
> Game Designers" has a chapter on it. They write some excellent
> exercises in
> their book and the ones on UI are definitely worth looking at.
>
> That's the only resource that sprang to mind.
>
> --Dan Carreker
>
>
> -----Original Message-----
> From: Jose P. Zagal [mailto:jzagal at cdm.depaul.edu
> <mailto:jzagal at cdm.depaul.edu>]
> Sent: Tuesday, June 14, 2011 12:30 PM
> To: IGDA Game Education Listserv
> Subject: [game_edu] Game interface design class?
>
> Hi,
>
> I'm currently developing a 10-week course on game interface design
> and I
> was wondering if anyone on the list wouldn't mind sharing
> resources/syllabi/assignments/etc. I'm surprised by the lack of
> resources I've found online...
>
> thanks,
>
>
> Jose
>
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>
>
> --
> Adam Parker
> Senior Lecturer, Games Design
> Qantm College
>
> Qantm College Melbourne Campus
> 235 Normanby Rd
> South Melbourne VIC 3205 Australia
>
> +61 (0) 3 8632 3400 | Phone
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