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Making the Fantasy Real: Giving Good User Interface By Halimat Alabi Art Institute of California Professor [email protected]
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Page 1: Games4 healthalabi

Making the Fantasy Real:Giving Good User Interface

By Halimat Alabi

Art Institute of California Professor

[email protected]

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Engineer

Broadcast News

DocumentaryFilm Production

Cinematics

Console GameDevelopment

Teaching – Math & Game Design

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Experience Designer

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Engineer

Broadcast News

DocumentaryFilm Production

Cinematics

Console GameDevelopment

Teaching – Math & Game Design

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Lessons Learned from Designing Experiences

1.Give them what they want.

2.Figure out what they want.

3.If a bunch of people want it, you might be on to something…

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Player-Centric Design

1.Give them what they want.

–Accessible

–Enjoyable Experience

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Accessible Interface Includes…

• Manuals

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Accessible Interface Includes…

• Manuals

• Controllers

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Accessible Interface Includes…

• Manuals

• Controllers

• Graphics

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Accessible Interface Includes…

• Manuals

• Controllers

• Graphics

• Audio

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Accessible Interface Includes…

• Manuals

• Controllers

• Graphics

• Audio

• Control

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Accessible Interface Includes…

• Manuals

• Controllers

• Graphics

• Audio

• Control

Completely

Customizable

User

Interface

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Accessible Manuals

Best case: All manuals are available in multiple formats

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Accessible Manuals

Best case: All manuals are available in multiple formats

Alternatives:

• Text only manuals

• Audio only manuals

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Accessible Controllers

Best case: All controllers can be remapped

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Accessible Controllers

Best case: All controllers can be remapped

Alternatives:

• Button remapping

• Single button presses

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Accessible Graphics

Best case: All scalable sizes & shapes, with changeable colors

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Accessible Graphics

Best case: All scalable sizes & shapes, with changeable colors

Alternatives:• All fonts are scalable• All visual feedback has an aural

component• High contrast color scheme options

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Accessible Audio

Best case: All feedback, all the time

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Accessible Audio

Best case: All feedback, all the time

Alternatives:

• Significant elements have positional audio tags

• Closed captioning for dialogue & sound effects

• Aural cues have additional feedback components

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Accessible Controls

• Varied speeds

• Targeting

• Pacing

• Difficulty

• Affordances

• Assistive modes are limited only by your creativity!

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Player-Centric Design

1.Give them what they want.

✔Accessible

–Enjoyable Experience

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Differing Abilities

• Visual – low vision, blindness, color blindness

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Differing Abilities

• Visual – low vision, blindness, color blindness

• Aural – mild hearing difficulty to deafness

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Differing Abilities

• Visual – low vision, blindness, color blindness

• Aural – mild hearing difficulty to deafness

• Mobility – steadiness and slower reflexes to paralysis

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Differing Abilities

• Visual – low vision, blindness, color blindness

• Aural – mild hearing difficulty to deafness

• Mobility – steadiness and slower reflexes to paralysis

• Cognitive – dsylexia, learning disabilities, memory loss to attention deficit disorder

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Lessons Learned from Designing Experiences

1.Give them what they want.

2.Figure out what they want.

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Fun Experience

Find out what the player wants…

Fun = ???

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Fun Experience

Find out what the player wants…

Fun ≠ Skill Leveling

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Fun Experience

Find out what the player wants…

Fun ≠ Points

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Fun Experience

Find out what the player wants…

Fun ≠ Challenge

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Fun Experience

Find out what the player wants…

Fun = Varied Experiences with your Game

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How do you go about teaching accessibility to your team? Isn’t it

something that needs to be experienced?

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http://www.ics.forth.gr/hci/ua-games/game-over/

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Where is the statistical proof that designing for people with disabilities is/will be a financially sound decision

for my team?

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APPROXIMATELY

1 IN 5…

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Lessons Learned from Designing Experiences

1.Give them what they want.

2.Figure out what they want.

3.If a bunch of people want it, you might be on to something…

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APPROXIMATELY

1 IN 5…

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Historical Proof…

• Millipede – dynamic difficulty adjustment (1982)

• World of Warcraft2 – make own GUI check off what you want, “skill vs. experience” in game

• Your Games…

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Suggestions?I’ve got students…

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ROUNDTABLE @ 2:30