game design 2 (2013): lecture 9 - micro and macro design for game communication

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Game Design 2 Lecture 9: Micro / Macro Readings http://gcugd2.com [email protected] 2013

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We look at presenting more than one scale of info at a time.

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Page 1: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Game Design 2Lecture 9: Micro / Macro Readings

http://gcugd2.com [email protected]

2013

Page 2: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Micro / Macro Readings

‘A method for presenting large quantities of data at high densities in a way that a broad overview of the data is

given and yet an immense amount of detail is provided.’Ruddle 2002

Page 3: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Definition

• Visualising data at two levels in one image

• Micro Data (low level detail)

• Macro Data (high level detail)

• User / Viewer can get a rough idea at a glance but also see detailed information

Page 4: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 5: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Layering & Separation?

• Layering & Separation == multiple types of information + how to separate

• Micro & Macro == multiple scales of information

Page 6: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Spatial

• Maps can show geographical breakdown of a location as well as local detail

• Geometry of land mass as well as regional breakdown.

Page 7: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

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Page 8: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 9: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

4th Dimension

• More subtle macro readings can look into time.

Page 10: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 11: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• The circular layout of the centre of Senlis shows its history as a Gallo-Roman fortification.

Page 12: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 13: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 14: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• Glasgow’s industrial history, built around the River Clyde is apparent by the density on its shore.

• Stirling borders a river but the lack of focus shows its different history.

Page 15: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Symbolic Use

• Micro / Macro designis not always geographic.

• This poster shows that from the work of manyhands, one great planwill be fulfilled.

Page 16: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Character Design

• In games, it is often possible to read many scales of information from looking at a character:

• character class, team, attack, defence, health etc.

Page 17: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 18: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Combining M/M & L&S

• The London Air Quality Network website has to provide a very dense set of data in an intuitive interface.

• They layer user interface elements over a rich map which shows different types of data as well as different scales of data.

• http://bit.ly/londonair

Page 19: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 20: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 21: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

ddddddddddfsdfadf

• dd

Page 22: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Meaning through Scale

• The Vietnam Veterans Memorial achieves its visual and emotional strength through micro / macro design. (Tufte, p43)

Page 23: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 24: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• 58,000 dead soldiers

• scale can be seen at a distance

• Individual names up close

• Ordered by date ofdeath

Page 25: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Relative Data• http://bit.ly/billiondollargram

• Shows spend / cost in billionsfrom US budget and events

• Can see immediately highestspent areas

• Can also see actual numbers

Page 26: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 27: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 28: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Stem and Leaf

• Like a bar chart / histogram but uses the space that would normally be used by solid blocks of colour.

Page 29: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

218 Mountains

• d

Page 30: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• Glance tells distribution

• Analysis provides more

• Scale given

• Necessary to round

Page 31: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

292 Trains

Page 32: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

292 Trains (badly)

Page 33: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• 777 more characters

• hard to see how frequently trains leave at a given hour

• rush hour?

• 11pm trains?

Page 34: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Stem & Leaf Improve?

• How can you modify the stem & leaf plot to show more information (such as platform number)?

Page 35: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Back to Back S&L

Page 36: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Missile or Toothbrush?

• 7000 objects > 10 cm in diameter in space

• rocket engines, bin bags, frozen sewage, shrapnel from tests, 1 wrench and 1 toothbrush

• Only 5% are functional satellites

• Necessary to track for safety of launches

Page 37: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 38: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Page 39: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• Note the ring on the second image.

• this is the geostationary orbit used by satellites

• The scale of the problem can be seen, not only in overall but also in terms of orbit height and relative density of areas.

Page 40: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Why Micro & Macro?

• We thrive in information rich contexts

• Visually rich displays are not only appropriate to convey information but are often the optimal way to do so.

Page 41: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• If information is spread over multiple screens, the user needs to keep that information in memory

• If information is condensed into one screen / graphic, it only requires understanding.

Page 42: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

• Micro / Macro designs enforce local and global comparisons but do so without the need to context switch.

• Power is given to the user to decide what level of detail is required.

Page 43: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Downsides of M/M

• creating good Micro / Macro design is hard.

• it is easier to have one display for each scale of data.

• it may be necessary to gather or process more data (e.g. stem plot vs bar chart)

• it may be difficult to blend the scales together.

Page 44: Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication

Too complicated?

• Don’t forget that the data is never the problem.

‘Clutter and confusion are failures of design, not attributes of information‘ (Tufte)