Every product whose purpose is to be used by human beings must have intuitive elements of how a person should use them according to our physiological capacities and in the world of videogames; this is not different, since it is necessary that the player can understand how to play. Within the interfaces of the game, players can identify many aspects that comprise it. Since the beginning of the game, it is always shown clearly how to start and if necessary, modify some visual and audio options, to adjust the parameters to the player's preference and have a better experience. Likewise, players can recognize how the elements that are shown on the screen interact once they see them implicit in the gameplay, testing mechanics and dynamics throughout the game.
The user interface (UI) is what allows the player to communicate with the virtual world and is what allows the game is visible, audible and playable. In this way, it can be said that it has a determining effect when it comes to perceiving the game as something satisfying or disappointing, elegant or unsightly and fun or frustrating. Therefore, for an interface to meet its objectives (that is, to establish an optimal channel of communication between the player and the game ergo that the latter is usable), special considerations and principles must be taken when designing and analyzing it.
Through a case study approach and the use of a questionnaire, this study analyses the important aspects of user interfaces and how it plays a vital role in making a players performance successful or failure. The findings of the study show that a greatly designed interface has a positive impact on a players performance while a poorly designed interface has a negative impact on the players performance.
Case Studies
Principles of User Interface Design
Know your user
Know your users tasks
Craft an interface suitable to the user and the users tasks that:
Reduces memory demands
Encourages exploration
Automates menial tasks
Supports novice and expert users
Know Your Users tasks
Tasks will vary per game
For example, what are the tasks in a puzzle, a shooting game, in a RTS or in an MMO
Whether a multi-player game incorporates several players
00Principles of User Interface Design
Know your user
Know your users tasks
Craft an interface suitable to the user and the users tasks that:
Reduces memory demands
Encourages exploration
Automates menial tasks
Supports novice and expert users
Know Your Users tasks
Tasks will vary per game
For example, what are the tasks in a puzzle, a shooting game, in a RTS or in an MMO
Whether a multi-player game incorporates several players
458435611687Tomb Raider the HUD is very minimal and only displays what is necessary and what is necessary can change depending on the actions you take. You will not see the HUD for the weapons until you hit the directional arrow to switch your weapon. This type of HUD design fits perfectly with Tomb Raider, because it is an adventure-style game that wants to immerse the player in the experience.
00Tomb Raider the HUD is very minimal and only displays what is necessary and what is necessary can change depending on the actions you take. You will not see the HUD for the weapons until you hit the directional arrow to switch your weapon. This type of HUD design fits perfectly with Tomb Raider, because it is an adventure-style game that wants to immerse the player in the experience.
116395508890What Makes an Interface Good?
Make the obvious choices for a user automatically and let them fix it if they want to.
Do not let the user make an error.
Make common things obvious and trivially easy to do.
Make uncommon things as easy as possible to do, but do not sacrifice the usability of common things to do so.
Minimize surprise; let the user make educated decisions
What Makes an Interface Poor?
A chunky interface that contains too much information, is unresponsive or contains too little information
Contains bad typography and the fonts can hardly be seen
Poor color choices
Incorrect style
0What Makes an Interface Good?
Make the obvious choices for a user automatically and let them fix it if they want to.
Do not let the user make an error.
Make common things obvious and trivially easy to do.
Make uncommon things as easy as possible to do, but do not sacrifice the usability of common things to do so.
Minimize surprise; let the user make educated decisions
What Makes an Interface Poor?
A chunky interface that contains too much information, is unresponsive or contains too little information
Contains bad typography and the fonts can hardly be seen
Poor color choices
Incorrect style
First Person Shooter (FPS) games are one of the most popular genres in computer gaming. FPS games are complex and fast paced. this is especially true in multiplayer matches, where players need considerable skill to effectively navigate through a 3D environment, target opposing players, and avoid obstacles. FPS games take time to learn, resulting in a wide range of skill levels; experts are often vastly better at controlling the game than novices. The user interface (UI) is what allows the player to communicate with the virtual world and is what allows the game is visible, audible and playable. In this way, it can be said that it has a determining effect when it comes to perceiving the game as something satisfying or disappointing, elegant or unsightly and fun or frustrating.
003D First Person Shooter (FPS) games are one of the most popular genres in computer gaming. FPS games are complex and fast paced. this is especially true in multiplayer matches, where players need considerable skill to effectively navigate through a 3D environment, target opposing players, and avoid obstacles. FPS games take time to learn, resulting in a wide range of skill levels; experts are often vastly better at controlling the game than novices. The user interface (UI) is what allows the player to communicate with the virtual world and is what allows the game is visible, audible and playable. In this way, it can be said that it has a determining effect when it comes to perceiving the game as something satisfying or disappointing, elegant or unsightly and fun or frustrating.
4534930-789Grand Theft Auto 5. They were able to provide a HUD that could display everything the player would need and not clog the screen. A lot of the HUD is only displayed when the player actually needs it. For instance, when switching weapons the player holds down a button on the controller that brings up a new HUD for picking a weapon. The HUD quickly disappears once the player makes their choice. This allows the screen to stay free from distracting elements, but also provides everything the player needs when they need it.
00Grand Theft Auto 5. They were able to provide a HUD that could display everything the player would need and not clog the screen. A lot of the HUD is only displayed when the player actually needs it. For instance, when switching weapons the player holds down a button on the controller that brings up a new HUD for picking a weapon. The HUD quickly disappears once the player makes their choice. This allows the screen to stay free from distracting elements, but also provides everything the player needs when they need it.
The user interface (UI) is what allows the player to communicate with the virtual world and is what allows the game is visible, audible and playable. In this way, it can be said that it has a determining effect when it comes to perceiving the game as something satisfying or disappointing, elegant or unsightly and fun or frustrating.
00The user interface (UI) is what allows the player to communicate with the virtual world and is what allows the game is visible, audible and playable. In this way, it can be said that it has a determining effect when it comes to perceiving the game as something satisfying or disappointing, elegant or unsightly and fun or frustrating.
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