active menu systems strategy games rpgs pause menus passive huds item interfacing (e.g. resident...
TRANSCRIPT
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Interface
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Interface: The Players Gateway
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Manual Interface: The Hardware
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Visual Interface Active
• Menu Systems• Strategy Games• RPGs• Pause Menus
Passive• HUDs• Item interfacing
(e.g. Resident Evil Typewriter)
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The Half-Life Experiment:Total Immersion
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Visual Interface Components
Character Attributes• Health / Lives• Score• Ammo, etc.• Attributes
Start/Pause screen Map
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Genre Specific Elements Action
• The HUD Adventure
• Minimal Menu RPG
• Skill selection • Inventory/Attributes
Sports• Shifting interface
Strategy• Command and Control
Simulation• Realistic data integration
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Integration Example: Save Points
Checkpoint Based• CoD 4• Gears of War
Selective • Quick Save / Full Save• Altered Selective
(only in certain areas) Auto-Save
• Time/event based
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The Effect of Platform Computer
• More active menus• More Keyboard Commands
Console• Striped down interface• Command simplicity
Mobile & Arcade • Quickplay focus• Resolution Restrictions
PSP
PS 2
PC
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The Pitfalls Unintuitive Design
• Cryptic Symbols• Improper activity grouping
Steep Learning curve• Overly-complex
control features Cluttered and
Obstructive Interfaces
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Accessibility Disability considerations
• Captions• Keyboard Control
Language & Cognitive • Intuitive graphics• Careful with text
Customization
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The Console Interface