Welcome To the master examination of: Bas Kersten.
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Transcript of Welcome To the master examination of: Bas Kersten.
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WelcomeTo the master examination of:Bas Kersten
WHO IS BAS KERSTEN?
Jelly reef stage2ALLROUND ARTISTWith a passion for interface design
ALLROUND ARTISTInternship
ALLROUND ARTIST4Th year project
GAMES
THE START OF MY IDEA
CREATE A RTS INTERFACE
NOT FOR PC
BUT FOR A MULTI-TOUCH DEVICE
WHY A MULTI-TOUCH DEVICE?New type of deviceOn the PC the most is already doneMuch to explore
THE RESEARCH BEGINS
MAIN QUESTIONDesigning a clean RTS interface for a Multi-touch device?
SUB QUESTIONSWhat is necessary and what are the main features when creating a RTS interface? What are the possibilities and limitations of an interface on a Multi-touch devices compared to the interface of a traditional RTS game What is the best way to test my interface?
ARE THERE RTS GAMES FOR MULTI-TOUCH DEVICES?
INTERFACE ANALYSIS
INSPIRED BY:Lord of the Rings: Battle for Middle-earth
BECAUSE IT FEATURESMinimalistic interfacePre-made building spotsUnit micromanagementClear iconsTight unit cap
GOAL OF THE GAMEBuild unitsGain map controlDestroy the enemy
ONE PAGE DESIGN DOCUMENT
IMPORTANT DESIGN CHOICESShort gamePremade building spots4 Types of UnitsSmall FightsFast gameplay
UNITS2 normal units, tank and helicopter2 elite units, Elite tank and Elite helicopterUpgrades through buildings and Elites
TANK & HELICOPTER UNITS
ELITE TANK & ELITE HELICOPTER
BUILDINGS
INTERFACE TEST SCENARIOS
TWO TYPES OF TESTSInterface testing (9 testers)Upgrade icon testing (12 testers)
THEST METHODESThink out loud method (Interface testing)Evaluation Questionnaires (Upgrade icon testing)
THINK OUT LOUD METHODOne on one testingComfortable setting
TESTING DEVICEiPad 2
TESTING AUDIENCEAge: 25- 35 jaarUsed to playing gamesHigher educated
TESTING GOAL
To make a solid Multi-touch RTS interfaceTo improve my interface concept design
FIRST INTERFACE DESIGN
THE TEST RESULTS
MAIN INTERFACE SCREENRadarUnit screenElite screen
Tussen slide; test doel en aanpak en opzet uitleggen.36TEST 1Create a building
TEST 1 - PROBLEMSHow to build?Premade building spots?
TEST 1 - SOLUTIONSClear building iconsShort explanation towards pre-made building spots
TEST 2Unit production
TEST 2 - PROBLEMSThe buildings aren't clear in their functionality.
TEST 2 - SOLUTIONSClearer building design by integrating recognizable parts of the units in the design
TEST 3Unit movement
TEST 3 - PROBLEMSPressing instead of draggingUnit movement is too slowThe units only respond in a straight line
TEST 3 - SOLUTIONSShort explanation towards the movement systemTweak the movement to the desired speed Clickstream
TEST 4Unit upgrade
TEST 4 - PROBLEMSDifficulty determining what the upgrades are
TEST 4 - SOLUTIONSExtensive icon testing
TEST 5Unit attacking
TEST 5 - RESULTSBecause of the movement test they know what to doSame way of attacking as in traditional RTS games
TEST 6Screen navigation
TEST 6 - PROBLEMSTesters had no idea how to start the navigation through the level
TEST 6 - SOLUTIONSShort explanation towards the navigation systemAdditional navigation features
UPGRADE ICON TEST
TEST RESULT SHIELD ICON
TEST RESULT SPEED ICON
TEST RESULT ATTACK ICON
8 GUIDELINES
GUIDELINE 1: Give the user feedback on their actions
GUIDELINE 2: Make sure that objects, actions and options are visible to the user
GUIDELINE 3: Multiple options for navigation, but keep it minimal
GUIDELINE 4: Show all options that the user requests
GUIDELINE 5: Design elements (buttons) are large enough to be operated with the fingertips
GUIDELINE 6: Use clickstream for unit movement
GUIDELINE 7: Provide a minimal interface
GUIDELINE 8: Fast and short tutorial
FAST AND SHORT TUTORIAL
CONCLUSIONGuidelinesImportant interface elementsBasics for further development of a RTS games on Multi-touch devices
THE ENDQuestions?