history of interface design
DESCRIPTION
History of Interface Design. Learning Objectives. Know the sequence of console releases Know the key innovations/limitations of each console Understand interface innovations in terms of their position in the history of console development Be able to order consoles by release date - PowerPoint PPT PresentationTRANSCRIPT
HISTORY OF INTERFACE DESIGN
LEARNING OBJECTIVES Know the sequence of console releases Know the key innovations/limitations of each
console Understand interface innovations in terms of their
position in the history of console development Be able to order consoles by release date Be able to identify innovations or limitations by
console Be able to discuss console innovations/limitations
in terms of their future impacts Be able to discuss the limitations of various
consoles in terms of resolution, sound, controller
ARCADES Early physical interfaces were driven by
gameplay Pong (1972) – dial for each player, moved
paddle vertically Space Invaders (1978) – horizontal
movement, weapon firing Pac-Man (1980) – 4-directional joystick Centipede (1981)– trackball
Early UI interface innovations Galaxian (1979) – full-color monitor Donkey Kong (1981) – platforming
elements Xevious (1983) – scrolling screen Galaga (1981) – High-score screen –
arcades where a social hangout
FIRST GENERATION Magnavox Odyssey (1972)
Knobs for movement Props, overlays, cards Scoring, rules left to player Light gun
Atari/Sears’ Home Pong (1975) Tracked score Multiple sized paddles
Coleco Testar series (1976-78) Minor variations/improvements Light gun
SECOND GENERATION Atari 2600 (1977)
Joystick (8-direction) Single button Direction/button combos Cartridge media No saving progress/score
Intellivision (1979) Disc (8-direction) Side buttons Numeric keypad (overlays) First music in game
(Snafu) Hardware to support voice
(Intellivoice)
SECOND GENERATION
Colecovision (1982) Numeric keypad (12) Side buttons (2) Joystick (variation…) Innovations
Resolution – 256 x 192, superior to previous
Atari 5200 (1982) Resolution – 320 x 192 Sound – 4-channel Numeric keypad (12) Side buttons Joystick Mistake
No self-centering Broke frequently
Atari 7800 (1986) Simpler joystick
THIRD GENERATION
Nintendo Entertainment System – NES (1985) 8-bit processor Action Buttons (2)
Plus start and select Direction pad (4) Resolution 256 x 240 Colors (48)
Five shades of grey Innovations
Modern style controller Pause button on controller Zapper Gun Power Pad Power Glove
Sega Master System (1985) Weaker library of games
FOURTH GENERATION Sega Genesis (1989)
16-bit processor Colors (512)
64 onscreen Resolution 256 x
224 Sound channels (6) Directional pad (8) Action Buttons (3 or
6) Plus start button
Super Nintendo Entertainment System – Super NES (1991) Action buttons (4)
Plus start and select Direction pad (4) Colors (4096)
512 onscreen Resolution 512 x 448 Sound chips (2)
3 channels – sound effects 8 channels – main
64 KB for sound 128 KB for video
FIFTH GENERATION Sony Playstation – PSX
(1995) Resolution 640 x 480 Colors
224 almost 1.7 million 512 KB for sound 1 MB for video Action buttons (4)
Plus start and select Direction buttons (4)
Innovations Shoulder buttons CD-ROM media Played music CDs 3D Graphics Analog Sticks (DualShock)
Nintendo 64 – N64 (1996) Cartridge media
Faster load time than CD Smaller storage capacity
Action buttons (7) Direction pad (4) Shoulder buttons (2) Analog stick
Innovations Rumble pak (1997)
SIXTH GENERATION Sega Dreamcast (1998)
VGA output – superior quality and resolution
Improved sound and graphics
Eclipsed by PS2 Innovation
Proprietary CD-ROM-like media
Built-in modem with Internet support
Sony PlayStation 2 – PS2 (2000) D-pad, Action
buttons, Start/Select Innovation
DVD-ROM Backwards
compatible with PSX Analog button Camera control
SIXTH GENERATION Nintendo GameCube
(2001) Proprietary media Online capability
Innovations Multiplayer through
GameBoy Advance (GBA)
Dominant action button
Microsoft XBOX (2001) First gen controller too
large Two extra action buttons Two fewer bumper
buttons Innovations
Accessory to play DVDs Ethernet built-in
SEVENTH & EIGHTH GENERATION
Innovations Online gaming Gesture-based control Expanded accessories
XBOX 360 (2005) Kinect
PlayStation 3 (2006) PlayStation Move
Wii (2006) Wii Remote
Innovations Full gesture-based “Glasses” displays 3D games, vision
Wii U (2012) XBOX One (2013) PlayStation 4 (2013)
Seventh Generation Eight Generation
PERSONAL COMPUTERS
Commodore 64(1982 – 1993) Colors (16) Sound (3-channel) Neuromancer (1988) included
opening song by Devo GUIs
Apple & Microsoft made popular Keyboard
Primary actions bound to spacebar
Text-based input Joysticks
Various designs One or two buttons
Connect through ports Mouse (1990s)
Various designs Touchpad, pointer, etc.
HANDHELDS Handheld games
(1970s) Simple LEDs Buttons (1 or 2) Sound – beeps Later, LCDs used
Pre-placed images - “fake” movement by turning images on and off
Cartridge Systems Nintendo’s Game Boy
(1989) Monochromatic screen Direction pad (4) Action buttons (2)
Plus start and select Vertical design
Sega Game Gear (1991) Color display Horizontal design
MOBILE Feature phones
Mapped to buttons Smart phones
Internet enabled Touch interface GPS location Accelerometer
Tablets Smart phone
capabilities + laptop capabilities
Laptop replacement