Post on 13-Feb-2016
description
CS 352, W12
Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon
ANDROID/IOS RPG GAME UI
PROJECT OVERVIEWThe purpose of this project is to design a user interface (UI) for a mobile game application that runs on various touch screen Android/iOS devices. The application in question is a Roleplaying-genre game (RPG) where the player moves a character in the world and performing turn-based events.
• There are thousands of games in the market that use Android/iOS touch screen capabilities for users to control the game.
• Most have poorly developed UIs• Created with an attempt to create a control structure similar to
gamepads used for console gaming. • There has been a lack of consideration of how to effectively
design a touch control system that is engaging and satisfying for the players of these games
What's the problem?
Image Source: http://www.androidpit.com/en/android/blog?tag=Malware
• By creating a usable UI, android and iOS market shoppers would have a larger variety of options as to which games to download.
• The user would also have a more pleasing experience playing the game instead of experiencing frustration and anger due to the poor usability of the interface.
How would this help Users?
Image Source: http://www.mrthaibox123.com/?p=1060
The target users for this project are people (gamers, students bored in class, etc.) who find it interesting to play fantasy RPG/action games that use Android/iOS touch screen capabilities for users to control the game and meet the following criteria.
Know how to use a general Android/iOS application.
Own and android phone or some way to run Android/iOS applications.
Have access to the network to download the game.
Do not have a disability that prevents them from performing common Android/iOS tasks (reading text and graphics, performing multi-touch gestures, etc.)
Can read English
Target Users
JUSTIFICATIONS OF DESIGN CHOICES
• Source: http://campuslife.asus.com
Arranged Buttons in a way that would allow for better playability of the user.
• Bad designs that helped determine what would be the best way to arrange buttons.
• Source: http://www.techwench.com/
Button Arrangement
Arranged Buttons on the top and mainly to the left side of the screen.
Changed the way in which the user was given feedback from the buttons (menus)
Originally when a user would enter a menu there would be buttons that were auto highlighted.
confusion for user Made user believe his options were restricted to highlighted
buttons. Found user was not being given the appropriate feedback trough user
interview and evaluating the interface using Nielson's heuristics. Violating the principle of feedback
Justify the new design of our menus with the principle of feedback
Button Highlights only after User clicks on it
Menus within the game are consistent trough out each sub menu. Main buttons are all round When button clicked the button highlights to same color All buttons have clickable appearance
Justify this design choice using the principle of Internal Consistency. Note: at a point we experienced to much consistency to the point where
the user could not differentiate between two different menu buttons.
Menu consistency
JUSTIFICATIONS OF DESIGN CHOICES (CONTINUED)
JUSTIFICATIONS OF DESIGN CHOICES (CONTINUED)
JUSTIFICATIONS OF DESIGN CHOICES (CONTINUED)