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Crafting New Worlds: Inspirations from Gaming User Experiences
Amit PandeCredits: Sameer Bhiwani, Adesh Singh,
Deepak Srinivasan, Shami Raj
About me
• Intrapreneurial/Entrepreneurial• Enterprise, Mobile, ICT4D, Decision Support• Manager, Designer, Researcher, Engineer • President, UPA Bangalore
(http://upabangalore.org) • Supporter/Organizer: Doors of Perception,
Dcamps, World Usability Days, other P2P • http://amitpande.com
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Two main objectives today
• Gaming is a legit, interesting, complex sub-culture – not just teens fragging away to glory
• Gaming provides strategic approaches, metaphors, inspirations and tactical notes, interactions, and interfaces
• Implications exist for consumer and enterprise software
7Old fogies playing poker with money in poker club
Generals planning attack against robotic alien army
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The Importance of Gaming
Gaming is problem solvingGaming is socialization Gaming is experimentationGaming is relationship buildingGaming is visceral and emotional Gaming is mind expanding
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The UX Impact of Gaming
– 250+ million gamers online worldwide
– $10 billion+ global business– Driver and consumer of innovations
• New Business models• New Technologies• New Experience Ecosystems • New interactions and User Interfaces
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Gaming and business model innovations
– Traditional• Game characters on Ebay (now banned) • Share profits with power user-developers
who create mods (Counter Strike)– New
• MapleStory by Nexon, South Korea: Nexon prepaid debit card is second largest selling at Target, after iTunes card
• WildTangent, Redmond: Sells ads that are displayed on its site and sells players ways to avoid having to look at those ads.
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Gaming and technology innovations
– Innovations in storage, graphics cards, network access
– Reliability and speed – Visual and tactile manipulation via
many ‘interfaces’– Industrial design for core/casual
gaming– Future: Supercomputer consoles,
Virtual Reality headgear, brain interface games
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Gaming and experience ecosystems
• Ecosystems create stickiness and engagement
• Virtual collaboration in sensory immersive environments
• Creation of community ecosystem via sites, forums, etc
• Community builds itself • Focus on reputations, ranking,
rewards points
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Gaming and Product User Experience
• Freeze frame, forward, or rewind game• Remapping of controls’ preferences• Radial-context menus• Contextual palettes• Defining of hotkeys using drag-and-drop• Scriptable command line interface
integrated with Point-Click• Streamlining of repetitive tasks• Approachability and help for newbies • Extensive adaptation to users
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Nintendo Wii Experience • World’s best-selling console – 30 million sales till
June 2008 • Most games complement real life, not escapist • Touchscreen interface – TV channels metaphor• Wii remote is a wireless controller, a handheld
pointing device that detects 3D motion (accelerometer/infrared)
• Blue Ocean Strategy: "price", "movie playing", "graphics", "physics", "fun", "game library", and "magic wand"
• Embodied physical user interaction: Point, Click, Sway, Swing, Swirl – even coined a term, Wiiitis!!
• Collaborative by design
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World Of Warcraft Experience
• Owns 62% of online massively multiplayer online game market – 10 million subscribers
• Players use characters to explore locations, defeat creatures and complete quests, gaining experience points.
• Experience points help characters gain a level, opening up the option of learning new skills or abilities, exploring new areas and new quests
• Customizations of User Interface based on character, game level and experience
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Spore Experience• “Massively single-player” online game • Real time strategy, simulation game• Control the evolution of a species • Unicellular organism -> Intelligent and social
creature -> Interstellar space exploration • Throughout gameplay, the player's
perspective and species change dramatically.
• 18 software editors including Creature, Music, Vehicle editor. Translatable skills. Toy metaphor
• User generated content - Sporepedia • YouTube/Flickr character uploader
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Spore Experience
• 18 editor software tools including Music editor. Translatable skills
• Creature Creator tool - Create your characters in natural, elegant UI – not a creature modeling tool, but a toy
• User generated content - Sporepedia • Characters evolve in game world
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Gaming Inspirations for Consumer software• Humanize• Create Playfulness • Use quirky relevant features • Allow users to engage in
entertaining passive exploration • Use rich and interactive tools
wisely• More iterative and immersive
Design Process
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Gaming Inspirations for Enterprise software
• Playfulness should either be helpful or at the very least not get in the way – should be contextual
• Use challenges, pleasant feedback (e.g. mission complete!), psychological payoffs (progress indicator showing 2 goals left)
• Performance based recognition (level up) for completing difficult tasks, if better than average time on task list
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Game Over (for now..)
• http://amitpande.com– Plan to write essay with additional
examples (www.braid-game.com, www.puzzlepirates.com)
• Presentation hosted at: www.slideshare.net/amitpande
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Design Patterns - Usability
Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1
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Design Patterns - Accessibility
Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1
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Commentaries on games
• Quirky Games: Making Boring Tasks into Great Games
– http://hdrlying.com/2007/08/21/quirky-games-making-boring-tasks-into-great-games/
• Game Design Is ‘Just’ Specialized Interaction Design
– http://leapfrog.nl/blog/archives/2008/01/04/game-design-is-just-specialised-interaction-design/
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Game Design References• CHI 2008 Workshop “Evaluating User
Experiences in Games”– http://workshops.icts.sbg.ac.at/chi2008uxgames/
• Game Feel: The Secret Ingredient – http://www.gamasutra.com/view/feature/2322/
game_feel_the_secret_ingredient.php
• Game Design Fundamentals– http://www.metaplace.com/blog/24.html
• Game Design Links– http://www.secretlair.com/index.php?/
clickableculture/entry/links_for_2008_02_09/
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Game Design References• Usability & Games – References
– http://www.webword.com/2006/02/23/usability-and-games-17-excellent-references/
• UI Design for Games– http://www.eecs.umich.edu/~soar/Classes/494/talks/
User-interfaces.pdf• Do Usability Expert Evaluation and Testing Provide
Novel and Useful Data For Game Development?– http://www.upassoc.org/upa_publications/jus/
2006_february/usability_game_development.html • What We Learned Evaluating the Usability of a Game
– http://www.stcsig.org/usability/newsletter/0410-gameevaluation.html
• Challenge versus Usability in Games– http://www.ok-cancel.com/archives/article/2004/07/
the-fight-of-challenge-vs-usability-in-games.html
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