StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Game Design Considerations Using Natural User Interfaces - Coursework Example

Summary
The paper "Game Design Considerations Using Natural User Interfaces" focuses on the critical analysis of the main considerations of the game design when using natural user interfaces. Natural User Interface (NUI) can be defined as space where machine and human interaction occurs (Shneiderman, 2003)…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER94.5% of users find it useful

Extract of sample "Game Design Considerations Using Natural User Interfaces"

GAME DESIGN CONSIDERATIONS USING NATURAL USER INTERFACES Introduction Natural User Interface (NUI) or UI can be defined as the space where machine and human interaction occurs (Shneiderman, 2003). The main objective of machine and human interaction is to ensure effective control and operation of the machine. This ensures that the machine gives proper feedback to the user that makes it possible for the user to make decisions (Brathwaite and Schreiber, 2009). The user interface concept can be broadly viewed as comprising aspects such as hand tools, process controls, operating systems of the computer, and operator controls of heavy machinery (Brathwaite and Schreiber, 2009). In the creation of user interfaces, the design considerations relate directly to psychology and ergonomics disciplines (Shneiderman, 2003). The user interface comprises of logical components such as the software and the physical component which is the hardware. These components make it possible for machine and people to interact. User interface provides avenues for manipulation of the system by inputting data and it also provides the avenue for the user to get the results of his manipulation through the output of the system. There are different types of Natural User Interfaces (NUI) or User Interfaces (UI) (Shneiderman, 2003). They include touch screens which allow the user to use his fingers to input data. This is mostly used in mobile devices. The other type of UI is graphical user interface (GUI) which allows the user to input data via the mouse or computer keyboard (Moore and Novak, 2010). Intelligent user interfaces such as natural language, graphics and gesture are machine-human interfaces that help to improve the effectiveness, efficiency and level of machine-human interaction by reasoning, representing, and acting on domain, discourse task, and media (Moore and Novak, 2010). Other types of user interfaces (UI) include motion tracking interfaces, tangible user interfaces, attentive user interfaces, command line interfaces, web user interfaces (to mention a few) (Moore and Novak, 2010). Examples of games that use natural user interface include Xbox 360 Kinetic games, Fantastic pets, car driving games, Yoostar 2 game (Shneiderman, 2003). Example of game systems include metrics or analytic systems, usability testing systems and focus testing systems. Game design Considerations It is important to note that users or people use the UI game with different abilities and expectations. In this perspective, the designer must ensure that users have wonderful game experiences (Olsen, 2002). Varied types of game design considerations must therefore be observed. These design considerations can be grouped into three categories namely function based, user based and ambient based analysis (Olsen, 2002). Function based analysis comprises of perceived playability of the game by the player, suitable gestures, gestural control and, space requirement for gaming. User based analysis comprises of genre and the target audience while the ambient based analysis comprises of iconography and audio and speech control (Olsen, 2002). Function based analysis The perceived playability of the player in a certain video game can be viewed as the method used by the player to interact with the game (Olsen, 2002). Hence, it is the game rules pattern that brings about the connection between the game and the player and how the player overcomes the challenges when playing the game. Playability is therefore the properties that bring about a given level of experience for players when playing a video game (Olsen, 2002). Playability should be taken into consideration when designing games because it reflects the degree to which the player attains the desired level of efficiency, effectiveness, security, flexibility, and satisfaction in the use of the game (Olsen, 2002). The design of the game should provide the player with entertainment and enjoyment experiences whether the player plays alone or in a company of other players. Spacing requirement for gaming is another game design consideration that must be observed. Spacing requirement enables the player to separate functions when playing the game with ease. This means that the process of separating and selecting various game components should not be complex but simple for the user (Olsen, 2002). The icons and indices used for playing the game should be spaced accordingly and distinguished from each other for easy identification by the user. This eliminates the confusion that might arise in the process of playing the game and it makes the game play experience entertaining and enjoyable (Olsen, 2002). Gestures and gesture control is another game design consideration that must be observed. NUI interaction is founded on gesture application (Myers, 2005). The number of gestures must be restricted at any one given time. The reason for this is that only a given number of gesture shapes can be remembered by players and therefore the amount of gestures used in the game must be restricted (Myers, 2005). A good context for games works the best. Gesture control can be enhanced through the use of front-end navigation (Myers, 2005). In this regard, single hand, multi-hand and full body gestures must be taken into consideration in game design so as to enhance the experience of players (Oxland, 2004). User based analysis As stated, user based analysis includes genre and target audience. When developing the concept for designing games, a number of game genres must be taken into consideration. One of the genres is action games (Oxland, 2004). The designer must incorporate certain things such as physical challenges, races, puzzles, and conflict challenges. Economic challenges must also be incorporated in action games such as collecting objects. Sub-genres such as fighting games and shooter games must also be included (Oxland, 2004). The other genre is strategy games. This includes logistical, tactical and strategic game challenges. In order to give the game a wide variety of aspects, exploration and economic challenges must be taken into consideration (Oxland, 2004). The other genre is management and construction games. This provides conceptual and economic challenges. The game designer must ensure that this genre contains minimum levels of physical, exploration or conflict challenges. Genre is therefore an important consideration in game deign because it enables the designer to explore the requirements of a particular genre (Oxland, 2004). The target audience refers to the categories of people the game designer needs to reach with his game. It includes also the range of age of the audience (Oxland, 2004). Target audience helps the game designer to develop the game according to the realistic expectations of the audience. For example, children games cannot be designed for adults (Moore and Novak, 2010). In the same perspective, adult games cannot be designed for children because this goes against the realistic expectations of the audience (Oxland, 2004). In determining the target audience, the game designer must establish the rage of age, the type of personality of the audience (whether curious or competitive), the games the target audience had preferred before, and ways of attracting new players (Oxland, 2004). Having the knowledge of the target audience enables the game designer to design games that fit the expectations of the audience and it also helps in getting greater acceptability of the game among the target audience (Oxland, 2004). Ambient based analysis This includes the iconography and speech control considerations. This includes the technological application of usability programs (Oxland, 2004). Iconography entails game communication and player interpretation of the communication. For example, the game designer can use animation technology to design a car driving game and use animated arrows on the screen in order to help the player to steer and extend their arms (Oxland, 2004).Using voice control or speech control is the climax of natural user interface techniques. The game designer can choose between the use of waveform analysis and phonetics-based analysis. In term of technology and design, speech control requires most of the game designer investment (Shneiderman, 2002). The game designer must ensure that active phrases and words are distinguishable from each other. The system must also be designed in a way that only a few numbers of phrases or words can be identified (Moore and Novak, 2010). In conclusion, it is evident natural user interface (NUI) or user interface (UI) is an important technique in game designing. It is the space within which the machine and the human interact. The objective of NUI is to enhance machine control by humans and subsequent feedback path for the output provided by the machine. The categories of considerations that must be observed by the game designer include function based, user based and ambient based analysis. The future of NUI is enhancing speed, and enhancing the quality of machine-human interaction order to make game playing fast and more entertaining and enjoyable. References Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Charles River Media. Moore, M., & Novak, J. (2010). Game industry career guide. Delmar: Cengage Learning. Myers, B. (2005). "User interface software tools," ACM Transactions on Computer-Human Interaction, vol. 2, no. 1, pp. 64-103. Olsen, D. (2002). User interface management systems: Models and algorithms. Morgan Kaufmann, San Francisco. Oxland, K. (2004). Gameplay and design. Addison Wesley. Shneiderman, B. (2003). "Direct manipulation: A step beyond programming languages," IEEE Computer, vol. 16, no. 8, pp. 57-69. Shneiderman, B. (2002). Designing the user interface: Strategies for effective human-computer interaction, Second Edition, Addison-Wesley, Reading, Mass. Read More
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us