Immersive Behaviour of Transitory User Interfaces Author: Sean Costain 1 Immersive Behaviour of Transitory User Interfaces Author: Sean Costain A thesis submitted in fulfilment of the requirements for the degree of Bachelor of Digital Media (Honours) Queensland College of Art Griffith University 2010
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Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
1
Immersive Behaviour of Transitory
User Interfaces
Author: Sean Costain A thesis submitted in fulfilment of the requirements for the degree of Bachelor of Digital Media (Honours) Queensland College of Art Griffith University 2010
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
2 Abstract
In today’s modern world of Massively Multiplayer Online Role Playing Games the player is
presented with a vast amount of game related information. Complexity of these games is
not a flawed design, the more complex the game, the more immersion the players have
with the world. The problem with this information overload is that it is always present to
the player and hence, destroys the player’s engagement of the game world. Research into
transitory interfaces, is a theory on how to deliver the complex information the player
desires whilst balancing this with an enhanced access to the game world. This requires that
only relevant aspects of the interface are present at any one point in time.
A transitory interface is a method allowing a user full access to all applicable game
information at any particular point in time, dependent upon the need for that information.
In regards to Massively Multiplayer Online Role Playing Games, a player is normally
bombard with chat, action bars, player stats and a navigation map all the time, the
implementation of a transitory interface would allow that the user only views aspects of the
interface if it is relevant to that point in the game. I.e. walking requires the map element,
but not the chat or action bars, as such the other elements would be hidden from view.
This research is important as it can lead to a paradigm shift in the way players interact with
the game world; this in turn increases a player’s enjoyment and longevity of playing the
game. For the publisher this has the potential of increasing profit revenue and maintaining a
large consumer base.
A survey was undertaken to collect data, this survey contained video simulations of
transitory interfaces in action; covering two of the main aspects of massively multiplayer
online role playing games, movement and combat. From the collected information, a
prototype game was developed with the transitions in action.
The survey resulted in 88% of participants not being affected by the introduction of
transitory interfaces and preferring it to current user interface design, this is a vast
improvement over the 12% that stated that transitory interfaces would degrade game play.
This has shown that the implementation of transitory interfaces should be a considered
within the context of new massively multiplayer online role playing games, with a strategy
to increase the immersion level of the game.
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
3 Acknowledgements
I would like to thank the following people for support and critical feedback during the
creation of this paper
- My Children, who constantly remind me that no matter how much work there is to
be done, there is always time for fun.
- My Karate Family, who reinforced that perseverance in the face of adversity, will
always win through.
- Academic Supervisor: Dale Patterson, without whose advice the paper would have
been stuck on a bare bones introduction.
- My Friends who reminded me why I was doing what I was doing and kept me on
Table of Figures ....................................................................................................................................... 5
7 This research is designed to open up the potential of transitory user interface for a diversity
of gaming platforms. To increase the immersion factor of a player in a MMORPG, where the
player purchases it on a monthly basis, this would allow for any companies using transitory
interfaces to engage the end user more succinctly and hence allowing for more profit
revenue. In addition to MMORPG gaming, a side effect would be increasing the immersion
factor of a non-online game by introducing well timed and well planned transitions for the
interface, this enables players to receive a better experience.
Testing of the user interface covers implementation of a prototype on a computer, console
and handheld device, this will allow for the determination of interface interaction based
upon the device being used and the immersion level this offers. The test was based upon
the same style of game but from differing perspectives, i.e. the different viewpoints from
two dimensional to three dimensional game design and based upon the screen size of the
device being used, i.e. TV, monitor and device dependent.
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
8 Literature Review
Current research into transitory interface design for massively multiplayer online games is
rare. As such, this paper is being written to fill a missing aspect of game design that is based
upon the immersion level of the end user. The transition of the user interface is a singular
aspect of a multifaceted genre known as MMORPGs which has been overlooked.
Articles exist that portray specific aspects of the user experience, for example Neo-
Immersion: Awareness and Engagement in Gameplay (Jennifer Whitson, 2010); a paper
discussing the immersion capability of gamers and specific hardware, with an emphasis on
differing controllers. An additional article is Influence of Avatar Creation on Attitude,
Empathy, Presence and Para-Social Interaction (Donghun Chung, 2007), this article is written
to examine the empathetic nature a player develops towards their avatar during character
creation. As can be seen, there are papers that engage aspects of immersion within a
gaming environment with nothing specifically aimed at interface transitions.
As such, literature relating to transitional user interfaces from non-MMORPGs systems has
been researched to help procure a sufficient knowledge base to answer the question of
immersive behaviour for the transitory interface. Research into mobile devices on user
interface showed that in the paper TapGlance (Robbins, 2008), user interaction was
discussed with a methodology of providing the end user with a data rich environment based
upon a limited screen size. TapGlance appears to be the precursor to the Metro design that
is the new user interface for the Windows Phone 7. A user interface that is based heavily
upon transition between screens, which also allows for only relevant information to be
presented. Research regarding natural user interface (Knies, 2010) also provided additional
information in regards to
transition timing.
Examination of the history of
user interface design is in
order to be able to understand
the importance of transitory
interfaces. In the beginning
there was Adventure (Bartle,
Summary MUD History, 1997)
a simple text based game
designed by William Crowther
in 1975 (Adams, 1997)to enable communication between himself and his daughters to share
his passion of cave exploration. Propagation of the game occurred as it was passed around
by friend to friend, where it then expanded onto various university computers. In 1976
(Adams, 1997), Don Woods discovered a copy of Adventure on the Stanford University’s
system, where he then took it upon himself to contact Crowther and receive permission to
expand the current game.
Figure 4 Zork Interface (Barton, 2008)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
9 Zork, a 1977 creation was founded upon similar concepts to Adventure, still a single player
game, but was re-coded into many different computer languages, this allowed for its global
propagation. As can be seen in Figure 4, the
Zork interface is a simple text description that
informs the user of the surrounding
environment. Evolving on from the popularity
of Zork came MUD. MUD, the first multi-user
game, (Bartle, Interactive Mutli-User Games,
1990) implemented communication between
users from differing locations at a the same
time. Though MUD was limited to 12 players
through PSS(packet switching services) lines,
with a potential of 4 more players via a 300
baud modem (Bartle, Richard A. Bartle MUD
Advanced Project Report , 1985), this paradigm of allowing multiple users interacting
through the same user interface relied heavily on the immersion factor that a simple text
based interface offered.
Skipping ahead through the timeline to 1994, MUDs were a consistent presence in most
university’s computer lab; the world was building up to a paradigm in computing interfaces.
Windows 95 was going to be introduced to the general populace, this change in how
personal computers would be displaying information to the user brought about a new
method of interaction with programs. The new look interface, was showing that the days of
command line driven games would be coming to a close for a majority of users. At this time
the Kirmse brothers had begun creating a new game, Meridian 59® (Kirmse A. , 2000).
Though the graphics were 2D, users no longer had to deal with pure text based information
regarding the current position and game state that the user was involved in. The evolution
of Meridian 59 was based upon a true client to server infrastructure that was limited purely
to the hardware that server was ran upon. Due to this capability the alpha version could
handle 35 players simultaneously (3 times that of MUD) and when Meridian 59® evolved
into beta, the system was capable of several hundred users simultaneous (Kirmse A. , 2000).
With the introduction of graphical user interfaces (GUIs) for gaming, the interface was now a critical element to ensure immersion factors for gamers. Richard Bartle stated that there were four situations that would influence the immersion factor of a player, these are
i) Achievement within the game context. ii) Exploration of the game. iii) Socialising with others. iv) Imposition upon others.
(Bartle, Hearts, Clubs, Diamonds, Spades: Players who suit MUDS, 1996)
Figure 5 Meridian 59 Evolved Graphics
(EuroGamer, 2010)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
10 With the evolution of the user interface the four immersion factors that were discussed in Bartle’s paper have come to the fore. Socialising was a prime component of the early MUDs, and yet with the introduction of GUIs as a means of interacting with the game and fellow players, the user interface became a major component of how MMORPGs should be designed. Over the course of six years the graphical interface was upgraded, even with setbacks in the artistic department (Kirmse A. , 2000) for Meridian 59®. As can be seen in Figure 5, the interface is a far cry from the command line interface that was present in early MUDs.
The immersion factor of MMORPGs had taken a major leap in the evolutionary chain that creates up online gaming history. At this point in time, the introduction of a graphical map(Figure 5, top right) was in place, this ability to locate useful locations within the game environment has continued and is present in most modern day online games as a default part of the interface.
Figure 5, also shows the location of the chat interface which has also maintained a prominent position as part of the user interface. Current and new MMORPGs have maintained the location, bottom left of the screen, for the chat communication window.
Meridian 59®, a breakthrough in user interface design for online gaming, was in essence, 2D graphics portrayed to the user with the aim to increase the immersion factor of the game. Though 2D interfaces and games maintain their place in the history of online gaming, 1999 brought about the introduction of a 3D MMORPG that held sway to a multitude of players; Everquest® (Sony Online, 2009).
Everquest® introduced to the world, three dimensional graphics, once again showing that the gaming environment and interface was developing along with the computing power of the time. Figure 6 shows one of the major immersion factors that Bartle listed, socialising with others (Bartle, Hearts, Clubs, Diamonds, Spades: Players who suit MUDS, 1996). In some aspects the interface of 2002 was the same as first created in 1994, chat was and remains a prominent feature of the online gaming community with the players statistics being displayed on the screen with a high visibility.
Figure 6 demonstrates the 1st of Bartle’s immersion factors, this being the achievement of the players during the course of the game. The human immersion level for Everquest® has
Figure 6 Everquest Interface (The Shadow
Council, 2002)
Figure 7 Star Wars Galaxies (ActionTrip, 2003)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
11 garnered a player base of 430,000 players stretching over 40 countries (Sony Online Entertainment, 2004), which demonstrates the power of an immersive interface within a 3D world, where the world interacts with multiple players.
Everquest® maintained a simple interface, which accounts for the longevity of the game, but at the time it was not the only MMORPG in existence. June 2003, showed the introduction of Star Wars Galaxies® (Lucasarts, 2003), as a majority of MMORPGs were fantasy based the creation of a science fiction, licensed MMORPG was new and as it was in a new genre, the interface had to evolve. A new genre entailed a new interface, though as can be seen, elements are common between both Figure 6 and 7 in the information that is displayed to the user.
The differences in interface are extremely apparent when comparing Figure 6 to Figure 7, bright colours were used to ensure that player’s eyes would be able to distinguish important information, chat was moved to the centre of the screen, still maintaining its prime position on the bottom of the screen, it was no longer pushed to the left hand side. The mapping system was now positioned in the position of bottom left of the screen, with action bars (commands that were linked to the function keys on the keyboard) being placed in the centre top of the screen. In addition to these changes in user interface layout, Star Wars Galaxies® had, as part of its options panel, the ability to re-colour the entire layout of the user interface. Now the user had control, albeit limited, over how the game was visually portrayed to them. In addition to colouring, the user interface was also able to be dragged around the screen. In this manner the user had the ability to design the interface to the method they preferred.
The game’s graphics had evolved as well as the interface. Full 3D environments with advanced lighting capability made Star Wars Galaxies® a visually pleasing game, with time effecting the way the graphics were displayed to the user, i.e. night and day produced differing effects on the same locations. In the online gaming community, there have been few games that have undergone as many changes in core design and structure of the interface as Star Wars Galaxies®, this can be seen in Figure 8, the general layout is similar to Figure 7. Yet aspects have been improved upon, such as the graphical icons for the action bars, the modified mapping system was linked to section of the user interface called waypoints that
Figure 8 Star Wars Galaxies Graphic Update (Kid,
2006)
Figure 9 Star Wars Galaxies User Interface 2010
(Costain, 2009)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
12 supplied more information to the user in regards to mission critical data and locations. The user interface changes produced a more visually pleasing look without modifying the entire structure of the screen layout. Figure 9 is a screen shot after the first evolution of the game, dubbed ‘The Combat Upgrade’ which occurred April 2005 (Massey, 2005).
Figure 9, shows the current user interface of Star Wars Galaxies®, which when compared with Figures 8 and 9, shows a radically different interface. This is the latest evolution of interface for the game, referred to as the ‘New Game Enhancements’, or NGE for short it occurred on the 15th November of 2005. (Varney, 2007).
The interface information being shown to the end user was simplified. As an example of this evolution of the interface Figure 9 shows that the user’s avatars attributes (shown in the top left hand of the screen); body, action and mind have evolved through the various iterations of the interface. Figure 8 displayed body and action details, with a force bar; the force bar was related to the character choice of a Jedi in the game. The mind attribute had been removed by the game designers during the ‘Combat Upgrade’, which simplified the interface and the core combat of the game. During its final evolution to date, the NGE removed the force bar for Jedi characters, reducing the complexity of characters stats to body and action.
A year after the launch of Star Wars Galaxies® comes the most successful MMORPG in the world, World of Warcraft®. Figure 10 shows a default screen layout and design of World of Warcraft®, action bars, mapping systems, player stats and chat consists of the interface all placed out in a simple layout. Information is given to the user in a clear and colourful visual presentation.
As a game with huge following, World of Warcraft® set the bench mark for all future interfaces in game design, and when comparing Figure 9 to Figure 10, you can see that the simplicity of user interface was taken into consideration for the NGE upgrade to Star Wars Galaxies®.
In the paper, Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game Interfaces (Chen, 2009), Chun-Cheng Hsu and Elvis Chih-Hsien Chen delved deeply into the current Human Computer Interaction (HCI) for games such as World of Warcraft® and Perfect World®. As part of their conclusion, they imparted that the interface being presented was being simplified to allow for users to have a shorter learning curve (Chen, 2009) and this can be seen during the evolution of the Star Wars Galaxies® interface.
Figure 10 World of Warcraft (MMOHut, 2009)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
13 With the evolution of the user interface through MMORPGs it can be seen that more
information is being expressed to the end user in compact sections of the screen. This influx
of information adds a complex learning curve for the end user who has never played or
attempted to play a MMORPG. This is one of the main reasons for an examination into
transitory interface; allowing for only relevant data to be expressed to the end user.
Philosophy of Approach
The main approach to testing transitory interface design is to model and partially construct
a game environment so that the end user can experience the game to its fullest extent,
without being bombard by irrelevant information being displayed through the interface.
Data was collected using a survey that will then have the information collated and analysed
to determine if the interface transitions are producing an increased immersion factor or if
the theory of transitory interface can be considered valid by gaming peers.
The game interface examined is a version that is found in many MMORPGs (made popular
by World of Warcraft) and is continually being reproduced in the free versions of
MMORPGs. The final results of the survey will produce an indication towards future
interface design for complex online games.
Method
Overview
- Design World
- Create World – Maya
- Code into XNA – C#
- Port code for differing hardware
- Create Survey
- Collect Data
- Create Report
The practical aspect of the report revolves around producing a prototype of a three
dimensional immersive game environment; where the elements of the user interface are
being used as per the information collected via the survey.
The game design has evolved from a two dimensional (2D) game environment through
to a three dimensional (3D) environment during which knowledge of the XNA game
framework and C# language was obtained. In addition to programming languages,
creation and texturing of models through the Maya system was also learned.
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
14
Survey data was collected from a range of questions with video technology showing the
survey taker what a transitory interface looks like.
With the collection of data, a prototype game has been produced to showcase the
transitory interface options that have been indicated by gaming peers, with the game
being moved and tested on differing hardware; this hardware being PC, Xbox and
Zune/Windows Phone 7.
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
15 Information Gathering:
Pre survey Forms
o Subject reviews ethics clearance (Appendix 1)
o Subject read the ‘Explanatory Statement for Research Participants’
(Appendix 2)
o Subject Signed off on the ‘Participant Informed Consent’ (Appendix 3)
Survey Forms
o Subject to complete ‘Demographic Questionnaire Information’ form
(Appendix 4)
o Subject to complete ‘Gaming Questionnaire Information’ form (Appendix 5)
o Subject to complete ‘User Interface Questionnaire Information’ form
(Appendix 6)
o Subject to complete ‘Immersion Questionnaire Information’ form (Appendix
7)
Survey Forms collected and data collated into an excel spread sheet
Assemblage of testing Apparatus required
Microsoft Visual Studio 2010
Adobe Photoshop
Adobe Premiere
Autodesk Maya 2008
Microsoft XNA Game Studio 4.0
Microsoft Expression Studio
Internet Access for Survey
Microsoft Office 2010
Setup
- Creation of 2D Models in Expression Design (Appendix 8)
- Creation of 3D Models in Maya (Appendix 9)
- 2D Concept
o Creation of code to insert models into XNA framework
o Creation of code to allow for movement
o Creation of collision detection code
o Creation of user interface
o Creation of interaction with models
- 3D Concept
o Creation of code to insert models into XNA framework
o Creation of code to allow for movement
o Creation of collision detection code
o Creation of user interface
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
16 o Creation of interaction with models
- Additional Videos from a live game to ensure enough time for survey results.
o Game is Lord of the Rings; screen was captured by Expression encoder and
converted for web access.
Notes: The survey presented online contained video from the Lord of the Rings game
(Turbine, 2010), the video was captured with and without the user interface. Aspects of the
videos where then cut up and merged to create a transitory user interface. In this manner
the video footage shown would display the transitory interface in action and the video
would be available for the survey.
Process of Testing
The survey undertaken gathered results from a diverse range of participants. As such,
responses to the survey have occurred from Australia and America. Results were gathered
from an online source (http://www.surveygizmo.com/s3/366745/Immersive-Behaviour-of-
Transitory-User-Interface) and then compiled into this paper.
With the information gathered, the results are shown and discussed below. Raw survey
results can be seen in Appendix 10. Critical analysis of the data is in regards to relevant
questions specific to the interface and immersion factors.
The survey was split into the following sections for ease of correlating discoveries
between questions and answers dependent upon the target audience’s knowledge
of MMORPGs. Section 1 was ethical clearance and acceptance from the end user to
participate in the survey;
Section 2 was based upon demographics of the participants;
Section 3 related to the participants gaming experience, this information was
gathered to determine the ‘expertise’ of the participant in regards to understanding
what a user interface is and how making it transitory would either improve or
degrade their playing experience.
Section 4 was all about the user interface, comparative questions and general
thoughts on what makes a good interface. This section is the core information in
regards to the report.
Section 5 discussed immersion for user interfaces, and contained videos of transitory
game play to improve the end participant’s ability to view and understand the survey
Value Count Percent % Yes 24 96% No 1 4% Statistics Total Responses 25
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
52
HAVE YOU PLAYED GAMES ON ANY OF THE FOLLOWING EQUIPMENT?
Value Count Percent % Personal Computer(Windows/Linux/Mac) 25 100% Xbox/Xbox 360 18 72% Playstation 2/Playstation 3 17 68% Wii 20 80% Mobile Phone 21 84% Nintendo DS 10 40% Gameboy 13 52% Other Hand Held Devices 8 32% N/A 1 4% Statistics Total Responses 25
INDICATE YOUR SKILL LEVEL IN THE FOLLOWING GENRE OF GAMES
Very Good
Good Neutral Poor Very Poor
Not Applicable
Total
Real Time Strategy (RTS) 25.9% 7
37.0% 10
22.2% 6
7.4% 2
3.7% 1
3.7% 1
100% 27
Strategy 25.9% 7
40.7% 11
22.2% 6
3.7% 1
3.7% 1
3.7% 1
100% 27
Vehicle Simulation 20.0% 5
24.0% 6
28.0% 7
12.0% 3
12.0% 3
4.0% 1
100% 25
Person Simulation 20.0% 5
32.0% 8
28.0% 7
8.0% 2
4.0% 1
8.0% 2
100% 25
Massively Multiplayer Online Role Playing Games (MMORPG)
37.9% 11
13.8% 4
20.7% 6
13.8% 4
3.4% 1
10.3% 3
100% 29
First Person Shooter (FPS) 34.6% 9
23.1% 6
26.9% 7
3.8% 1
11.5% 3
0.0% 0
100% 26
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
53
HAVE YOU EVER PLAYED MMORPGS (MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES)
Value Count Percent % Yes 19 76% No 6 24% Statistics Total Responses 25
SELECT THE MMORPGS YOU'VE PLAYED
Value Count Percent % World of Warcraft 12 70.6% Star Wars Galaxies 3 17.6% Everquest 2 11.8% Dungeons and Dragons 3 17.6% Lord of the Rings 2 11.8% 2Moons 1 5.9% 9 Dragons 1 5.9% Age of Conan 2 11.8%
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
54 Value Count Percent % City of Heroes/City of Villians 2 11.8% Final Fantasy XI 1 5.9% Free Realms 1 5.9% Guild Wars 3 17.6% Eve 5 29.4% Maple Story 2 11.8% Perfect World 1 5.9% Rappelz 3 17.6% Star Trek Online 2 11.8% Ultima Online 1 5.9% Statistics Total Responses 17 Sum 11.0 Average 5.5 StdDev 3.50 Max 9.0
HAVE YOU EVER PLAYED THE SAME GAME ON MULTIPLE DEVICES? IE PC, XBOX...
Value Count Percent % Yes 9 36% No 16 64% Statistics Total Responses 25
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
55
DO CURRENT MMORPGS ALL HAVE SIMILAR ASPECTS TO THEIR INTERFACE?
Value Count Percent % 1
0%
2 4 16% 3
0%
4 2 8% 5 3 12% 6 8 32% 7 7 28% NA 1 4% Statistics Total Responses 25 Sum 128.0 Average 5.3 StdDev 1.72 Max 7.0
INDICATE WHICH INTERFACE OPTIONS ARE FOUND ON MOST MMORPGS
Yes they are there I'm Not Sure Not Applicable Total
Map 84.6% 22
11.5% 3
3.8% 1
100% 26
Chat bar 80.8% 21
15.4% 4
3.8% 1
100% 26
Action bar 80.0% 20
16.0% 4
4.0% 1
100% 25
Health Bar 88.5% 23
7.7% 2
3.8% 1
100% 26
Enemy Health Bar 64.0% 16
28.0% 7
8.0% 2
100% 25
Inventory 84.6% 22
11.5% 3
3.8% 1
100% 26
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
56 Quest Log
76.9% 20
15.4% 4
7.7% 2
100% 26
Options Icon 66.7% 18
25.9% 7
7.4% 2
100% 27
DOES THE MMORPG INTERFACE SHOW TOO MUCH INFORMATION?
Value Count Percent % Yes 7 28% No 18 72% Statistics Total Responses 25
WOULD YOU PREFER MORE GAME INFORMATION ON YOUR SCREEN(HEALTH/CHAT...) OR SEE MORE OF THE GAME
ENVIRONMENT?
Value Count Percent % More game Information 6 25% More game World 18 75% Statistics Total Responses 24
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
57 WHAT IS YOUR OPINION ABOUT HAVING ASPECTS OF THE INTERFACE DISAPPEAR DURING GAMEPLAY IF THAT
INFORMATION IS NOT RELEVANT TO CURRENT GAME PLAY?
Disagree (Always need the information)
Neutral (I like current design)
Agree (To hide information)
Not Applicable
Total
Health Bar 50.0% 12
0.0% 0
45.8% 11
4.2% 1
100% 24
Map 48.0% 12
28.0% 7
20.0% 5
4.0% 1
100% 25
Chat 16.7% 4
12.5% 3
66.7% 16
4.2% 1
100% 24
Action Bar 16.7% 4
29.2% 7
50.0% 12
4.2% 1
100% 24
Options Icon
12.5% 3
33.3% 8
50.0% 12
4.2% 1
100% 24
Inventory 20.8% 5
8.3% 2
66.7% 16
4.2% 1
100% 24
Enemy Bar 34.8% 8
8.7% 2
56.5% 13
0.0% 0
100% 23
Quest Log 16.7% 4
16.7% 4
62.5% 15
4.2% 1
100% 24
IF ASPECTS OF THE INTERFACE WERE TO BE REMOVED, HOW WOULD YOU PREFER IT TO OCCUR?
Value Count Percent % Instant removal from screen 6 24% Slow fade from screen 19 76% Statistics Total Responses 25
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
58 IN REGARDS TO MOBILE DEVICES, IS IT BETTER TO HAVE THE INTERFACE PRESENT AT ALL TIMES?
Value Count Percent % Yes 6 24% No 19 76% Statistics Total Responses 25
WHAT WOULD YOU LIKE ON A GAME INTERFACE IF THE GAME WAS 2D ON A MOBILE DEVICE? IE: PACMAN,
ASTEROIDS...
ID Response Data 101 health, lives 102 Simple, Clean, intuitive
107 Bare Minimum. Screen space is important. If you can get away with only having one small button to bring up menu's and only rely on touch gestures that would appeal to me.
108 Healthbar
109
Key information, but only when applicable. Ultimately it would be better if this information was represented in the game world rather than as UI elements, but that also depends on the game type. For the common 2D games: health, score, ammo, time limit should be the only items required, where applicable.
111 score, lives, health 112 Only the minimum necessary 114 Lives, score, level and power-ups. 115 Number of lives 117 not much coz the screens are so small 120 Basic Health and map 122 Score, Lives 123 progress info 125 Health,score
126 Difficult to say without a specific example of a game, I'd need what I felt was relevant to play the game, be informed about the game details and not have the gameplay obstructed.
127 A lot of the old Super Nintendo games have good ideas and systems that could translate well to mobile devices, while avoiding intensive graphics.
128 dont play games on mobile 130 Options and score/health/inventory 131 Score, health, elapsed time, and a toggled panel for other social notifications.
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
59 WHAT WOULD YOU LIKE ON A GAME INTERFACE IF THE GAME WAS 3D ON A MOBILE DEVICE? IE: WORLD OF
WARCRAFT, CALL OF DUTY....
ID Response Data 101 health, map, chat 102 Again, simple, shows all relevant information to the mechanics of these games.
107 Bare Minimum. Screen space is important. If you can get away with only having one small button to bring up menu's and only rely on touch gestures that would appeal to me.
108 health bar, map, buffs,
109 Again the information should be presented immersively through the game world rather than separate UI elements, however the same key elements should be there, but not all of the time. Contextual UI would be preferable to permanent clutter.
112 Only the minimum necessary 114 Inventory, map, health/mana bar and skills (weps and magic).
115 Health bar, should be able to tap character and actions pop up, icon to see full map when tapped.
117 not much coz the screens are so small 120 Basic Health, map 122 Ammo, Map overlay 123 only the essential info/status 125 Health map 126 As above.
127 I don't believe 3D is a good direction to take with regards to mobile devices. My experience with handheld 3D games has been poor, with the controls lacking precision.
128 dont play games on mobile 130 Not sure, haven't played 3D before. 131 Health, enemy health
DO YOU THINK MOBILE DEVICES SHOULD BE MORE FOCUSED ON TRANSITORY INTERFACES THAN CONSOLES OR PCS?
Value Count Percent % Yes 17 70.8% No 7 29.2% Statistics Total Responses 24
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
60 PLEASE JUSTIFY YOUR THOUGHTS ABOUT THE PREVIOUS QUESTION.
ID Response Data 101 smaller screen, hidden UI means more real estate for game
102 These games are very rich and complex. In order to correctly asses any situation you need all your information present and available to you, and a handheld cannot provide that due to lack of screen real-estate.
107 There was no "Neutral" option. Where as I don't believe it matters. 108 less screen space on mobile devices, free up the space with les interfsces
109
Mobile devices have a fairly limited screen space in comparison to consoles and PCs, and not just in pixel resolution, the screen sizes on mobile devices are too small for the clutter modern games present, and require a different UI to allow for key information to remain legible. Showing only relevant information should be paramount, and whenever possible information that is in immersed in the game world should be kept to an absolute minimum.
112 Smaller screen space 114 This is due to mobile devices not having as much screen 'real estate'.
115 The screens smaller, if it's touch you have to worry bout the size of your finger. I guess more accustomed to pc's having too. Would be cool if you could hide it but it would have to be really easy to pop back up.
117 see 20 & 21
120 Mainly due to the size of the screen and the reduce running abilities the transitory interfaces make more sense in the mobile devices industry.
122 Not enough room on a mobile device
123 a LOT less space to work with so they need to make use of it in the most efficient way possible
125 Smaller screen giving less area to view game so screen information should not always be present
126
I don't know if it needs to be platform dependent so much as specific game dependent. Games which are not on mobile devices tend to be more complicated, or require more information, not all of which may be needed at any given time, so perhaps they would be more useful there.
127 Relatively small screen space for mobile devices makes persistant interfaces much more of an issue than they would be for PC or console games.
128 dont play games on mobile WTF is a transitory interface lol
130 Mobiles should offer something similar to PCs in order to have familiarity of playing the game
131
Mobile devices generally have a lot less screen space to work with, therefore, it makes sense to provide rather minimalistic interfaces to allow the gamer to fully enjoy the graphics/gameplay without all of the information that would be readily availible on a PC (due to a pc's ability to have high resolution displays with scaled/customizable interfaces.)
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
61 DOES A TRANSITORY INTERFACE SOUND LIKE A WAY TO IMPROVE IMMERSION IN A GAME WORLD?
Value Count Percent % Yes 20 83.3% No 4 16.7% Statistics Total Responses 24
WHICH VIDEO FEELS MORE IMMERSIVE?
Value Count Percent % Video 1 - Full user interface 7 29.2% Video 2 - No user interface 17 70.8% Statistics Total Responses 24
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
62 AFTER VIEWING NO USER INTERFACE AND FULL USER INTERFACE FOR WALKING. COMPARE WITH THE TRANSITORY USER
INTERFACE VIDEO. HOW SATISFIED ARE YOU THAT THE TRANSITION OF THE MAP IMPROVES GAMEPLAY
Value Count Percent % 9 4 16.7% 7 10 41.7% 5 7 29.2% 3 2 8.3% 1 1 4.2% NA
0%
Statistics Total Responses 24 Sum 148.0 Average 6.2 StdDev 1.99 Max 9.0
WHICH COMBAT VIDEO FEELS MORE IMMERSIVE?
Value Count Percent % Video 1 - No User Interface 12 50% Video 2 - Full User Interface 12 50% Statistics
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
63 Value Count Percent % Total Responses 24
AFTER VIEWING NO USER INTERFACE AND FULL USER INTERFACE FOR COMBAT. COMPARE WITH THE TRANSITORY USER
INTERFACE VIDEO. HOW SATISFIED ARE YOU THAT THE TRANSITION OF THE HEALTH BAR AND ACTION BAR IMPROVES
GAMEPLAY?
Value Count Percent % 9 3 12.5% 7 12 50% 5 6 25% 3 1 4.2% 1 2 8.3% NA
0%
Statistics Total Responses 24 Sum 146.0 Average 6.1 StdDev 2.08 Max 9.0
WHAT PROVIDES IMMERSION IN YOUR GAMING EXPERIENCE?
ANY FINAL THOUGHTS ABOUT USER INTERFACE FOR GAMES?
ID Response Data 101 Opaque more.
102 Yes, a transative interface looks pretty and immersive, but it detracts from the gameplay, as you need to be aware and ready for any surprise that may occur, and this changing interface, does not assist that.
107 Question 29 Depends greatly on the current in game environment
108 experience changes on the situation in game play. real estate is important but not if the player becomes unmotivated in the game because of having a lak of information on the screen
109
Whilst a Transitory interface is a step forward for UI in games, especially MMORPGs, an immersive interface such as the one found in Dead Space provides the most immersion. If UI elements can be implanted into the game world through visual representations, all of the required information can still be conveyed to the player without detaching them from the experience every time they need to check a stat. Far Cry 2 attempted this with the map and some other aids only appearing in the players hands, although information like health was still an on-screen element. I believe that in the application of this UI paradigm, context should be considered, however wherever possible, the complete removal of UI elements should be attempted.
114 I like the idea of a transitory interface, but I feel a user should have the option to choose what stays on the screen or disable it totally.
115
I think it's good to have transitional they just need the right ones up at the right time. Or maybe just able to minimize. Would be good if say for chat you could mouse over the area to make it appear and if you wanted it to stay you could lock it in place. Or maybe it just fades, so you can still vaguely see it but when you mouse over you can see it properly.
126
As I take this, I wonder if immersion is being taken to mean 'good' for example social aspects of games rarely immerse me in the game world, because I use them to talk to people about other non-game related things, constantly. No-one speaks in character in social elements, and I prefer it that way, the social aspects are a strong draw, even though they are strongly not immersive.
127 UI clutter is a major issue in many modern games, however it is important that the players can still have all the information they need at the time. Number inflation leading to UI crowding has been one significant issue I've encountered.
128 Just invent no lag and you are on a winner ;D
Immersive Behaviour of Transitory User Interfaces
Author: Sean Costain
65 SOURCE COUNTRIES
Value Count Percent % Australia 23 95.8% United States 1 4.2% Statistics Total Responses 24