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Game Design 2 Lecture 5: Game Interface (paper) Prototyping http://gcugd2.com [email protected] Partially adapted from: Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7 2013

Game Design 2 (2013): Lecture 5 - Game UI Prototyping

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Paper prototyping and wireframes for game UI design

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Page 1: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Game Design 2Lecture 5: Game Interface (paper) Prototyping

http://gcugd2.com [email protected]

Partially adapted from:Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7

2013

Page 2: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Why?

• Games are expensive

• Large teams, extended development time

• Game designers, programmers, artists will all spend a lot of time implementing the interface

• prototypes are a design aid

• prototypes are a communication aid

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Page 5: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Tools

• Flow Charts (see lecture on menus)

• user scenarios flow

• final menu flow

• Wireframes

• Paper Prototype

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Wireframes are:

A visual representation of an interface; used to communicate the structure, content,

information hierarchy, functionality, and behaviour of an interface.

Page 7: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Wireframes are:

A visual representation of an interface; used to communicate the structure, content,

information hierarchy, functionality, and behaviour of an interface.

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Page 9: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Blueprints of design

• Formalise ideas

• communicate ideas

• test usability

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Uses for Wireframes

• Structure

• Content

• Information Hierarchy

• Functionality

• Behaviour

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Structure• How is the interface put together?

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Content• What is displayed in the interface?

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Information Hierarchy• How is the data organised?

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Functionality• How does the interface work?

Player clicks on ‘city’ button

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Behaviour• How do the player and interface interact?

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Types of Wireframes

• Sketches are good for experimentation

• Sketch out differentways of representingdata

• Useful for ‘workshopping’ areasof interface

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Low Fidelity

• Block Diagrams

• Don’t representfunction

• Do represent content

• Good for testingflow of interface

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Hi-Fidelity

• Detailed wireframes

• Include comments

• Describe behaviour

• Intuitive

• Blueprint for final design

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Notes (dots)

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Notes (arrows)

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Tips

• Use potentially ‘real’ text, not fake ‘Lorem Ipsum’ style text

• Start with the largest part of interface first (main canvas) and work from largest to smallest.

• Remember audience is mixed (artist, designer, programmer, producer, user)

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Wireframes

• Visual design

• NOT graphical elements

• NOT branding, mood etc.

• Avoid unnecessary elements

• Focus on content and interaction

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Wireframe Reading

• What, Where and Why of Wireframeshttp://bit.ly/w_w_w_wireframe

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Wireframe Tools

• Similar to flowcharting, any vector graphics program is suitable

• Visio on Windows

• OmniGraffle on OS X

• Inkscape on Windows, Mac, Linux

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Paper Prototyping

• Even with a wireframe, it is possible to miss important interface elements

• A digital prototype will allow for expert and user testing

• Even this is quite expensive

• Paper prototyping allows a relatively cheap method of evaluating

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Creation

• Draw UI components

• Model different states

• Ideal for work-shopping each part of interface

• More visual than wireframing

• may feature platform UI components

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• Sketch an outcome for every possible action on your interface

• This might seem like a lot of work but it’s far far lest work than a digital mock-up or a real interface

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• Can also help identify physical interface problems

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Where does it fit?

• Where a wireframe shows flow, a paper prototype shows UI elements and can be handed off to a developer.

• Can be used along side wireframes to pitch to team / publisher

• Can be used to test with audience

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Usability Testing

• layer widgets and replace screens as required.

• If user confused to an action, give them paper and ask them to sketch what they would expect.

• video sessions and label user sketches to help identify required changes

Page 36: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Usability Testing

• Present user with first ‘screen’

• have library of ‘screens’ and widgets available

• ask them to perform an action and state steps

• every step should be a verb like ‘click on this’ or ‘press this button’

Page 37: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Useful Tools• A List Apart article on paper prototyping

http://www.alistapart.com/articles/paperprototyping/

• An article about wireframes & toolshttp://bit.ly/wireframetools

• Yahoo UI Stencilshttp://developer.yahoo.com/ypatterns/about/stencils/

• iPad stencilshttp://speckyboy.com/2010/04/30/iphone-and-ipad-development-gui-kits-stencils-and-icons/ (hint hint)

• Wireframe grid paperhttp://konigi.com/tools/graph-paper