Read Chapter 15 of Book of Lenses 2nd Edition, or the appropriate chapter in the 1st edition.
Answer the following questions in your blog:
1) list ten examples of interfaces between people and the real world.
- Remote control
- Cell phone smart screen
- Car buttons - locks, wheel, shift
- Microwave buttons
- Elevator buttons
- Stove is an interface to cooking
- Spotify is an interface to music
- Smart watches is an interface for notifications and generic time
- Road is an interface for runners
- Dog parks is an interface for playing dogs
2) Give an example of a good interface between player and game. Explain why it is a good interface
Tetris - although a very infuriating game the player knew exactly how to navigate around the game. The interface wasn't cluttered with things not pertaining to the game but clearly defines the game with its pieces
3) Give an example of a poor interface between player and game. Explain why it is a poor interface. The goal is incredibly simple and intuitive
When answering 2) and 3) above, refer to the book chapter to justify why the interface is either good or bad. What principles of interface design is the game using or not using?
Master of Orion 3 was the complete opposite. It was extremely cluttered and tutorial popups that proved less helpful and more of an annoyance. The average person will not sit and read through tutorials, but hope the overall design and controls become self explanatory. Although the game was complex (?) there are better ways to make the user experience alot more clean and presenting the material in less obstructive way
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