Top Banner
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
37

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

Apr 24, 2015

Download

Education

David Farrell

Paper prototyping and wireframes for game UI design
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
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

Page 3: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 4: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
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

Page 6: 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.

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.

Page 8: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 9: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Blueprints of design

• Formalise ideas

• communicate ideas

• test usability

Page 10: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Uses for Wireframes

• Structure

• Content

• Information Hierarchy

• Functionality

• Behaviour

Page 11: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Structure• How is the interface put together?

Page 12: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Content• What is displayed in the interface?

Page 13: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Information Hierarchy• How is the data organised?

Page 14: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Functionality• How does the interface work?

Player clicks on ‘city’ button

Page 15: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Behaviour• How do the player and interface interact?

Page 16: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Types of Wireframes

• Sketches are good for experimentation

• Sketch out differentways of representingdata

• Useful for ‘workshopping’ areasof interface

Page 17: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Low Fidelity

• Block Diagrams

• Don’t representfunction

• Do represent content

• Good for testingflow of interface

Page 18: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Hi-Fidelity

• Detailed wireframes

• Include comments

• Describe behaviour

• Intuitive

• Blueprint for final design

Page 19: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Notes (dots)

Page 20: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Notes (arrows)

Page 21: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

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)

Page 22: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Wireframes

• Visual design

• NOT graphical elements

• NOT branding, mood etc.

• Avoid unnecessary elements

• Focus on content and interaction

Page 23: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Wireframe Reading

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

Page 24: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Wireframe Tools

• Similar to flowcharting, any vector graphics program is suitable

• Visio on Windows

• OmniGraffle on OS X

• Inkscape on Windows, Mac, Linux

Page 25: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

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

Page 26: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

Creation

• Draw UI components

• Model different states

• Ideal for work-shopping each part of interface

• More visual than wireframing

• may feature platform UI components

Page 27: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 28: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

• 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

Page 29: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 30: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 31: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

eeeee

Page 32: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

• Can also help identify physical interface problems

Page 33: Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Page 34: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

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

Page 35: Game Design 2 (2013): Lecture 5 - Game UI Prototyping

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