Graphical User Interfaces
This is the interface of the aftermath of pressing a button on a keyboard or even a controller, showing results on the screen of what you have pressed and done. This is usually used for Games and Computer programs as they need outputs to create something, destroy/recreate or to command.
Touch Screen Interfaces
These are activated when you use your fingers or a special stylus on a interactive screen. You can use this for entertainment purposes, as all it is is using your fingers to press the hotspots of your screen. This would be useful to use as many people don't exactly like using complicated things like controllers.
Multi-Screen Interface
Having a multi-screen interface means that you can have more flexible interaction with certain objects. Just like 3D programs and Website Design Programs, having multiple screens showing coding or objectives really does help.
Zooming Interface
Zooming mechanisms used for camera positioning and how far in or out an area on a screen, making the picture bigger or smaller. This could be a command which the player makes the camera pan in or out to kill a monster or see an objective.
Kinetic Interface
This, quite a new interface, detects bodies and objects and is controlled by that frame and motion. The coding information, connected to a camera with red sensors to detect, what ever the sensor is programmed to detect, it will appear on the screen.
Wednesday, 14 December 2011
Research Interface Design Principles (College Work)
With Interface Design, it is all about the accessibility and whether some one is able to use a product or an interactive thing. It's important to know, specially if someone decides to use your product for entertainment purposes, everyday work life, or others.
So what if you were using these qualities to make a game, or a sort of interactive device? You have to keep it clean and simple. Everything needs a simplicity button so that the average person can understand, giving you a reason not to thing about something. It also needs to work well, so the user does not wind up into something completely different, or off topic (Unless, if it's from a story point of view, cliff hangers are un-avoidable).
Wasting time is also a prime example of going off topic or destroying the simplicity of something. Don't create something which has no purpose or hopelessly unusable. This makes your product very unattractive and possibly wont get any attention what so ever.
In a game, you would like to go backwards and re-complete something, or re-do something. If this is unable, give it a reason not to let you. Something must have reasoning or some sort of fun factor for some one to not go back and retry to do something. But it is best to have a "Back Button", this way it gives the user a chance to experience a part they had trouble with again, or just for some story reassurance.
People are creatures of habit, which means we will use the same technique or process to do something if it works and it is in our comfortable zone. It is, however, easy to break that habit by placing some sort of explanation to show the person that they CAN do it in a different way, and it creates better results.
Make it simple and easy to get to the end, or go back to the beginning to play again. Just like I said about the back button, and the simplicity side of things, it makes people more attracted to it if it is simple and easy to use.
So, to round it up, an interface for a game has to be simple, easy and accessible, but also have ways to go back when something goes wrong. This is to ensure a product doesn't become boring for the user.
So what if you were using these qualities to make a game, or a sort of interactive device? You have to keep it clean and simple. Everything needs a simplicity button so that the average person can understand, giving you a reason not to thing about something. It also needs to work well, so the user does not wind up into something completely different, or off topic (Unless, if it's from a story point of view, cliff hangers are un-avoidable).
Wasting time is also a prime example of going off topic or destroying the simplicity of something. Don't create something which has no purpose or hopelessly unusable. This makes your product very unattractive and possibly wont get any attention what so ever.
In a game, you would like to go backwards and re-complete something, or re-do something. If this is unable, give it a reason not to let you. Something must have reasoning or some sort of fun factor for some one to not go back and retry to do something. But it is best to have a "Back Button", this way it gives the user a chance to experience a part they had trouble with again, or just for some story reassurance.
People are creatures of habit, which means we will use the same technique or process to do something if it works and it is in our comfortable zone. It is, however, easy to break that habit by placing some sort of explanation to show the person that they CAN do it in a different way, and it creates better results.
Make it simple and easy to get to the end, or go back to the beginning to play again. Just like I said about the back button, and the simplicity side of things, it makes people more attracted to it if it is simple and easy to use.
So, to round it up, an interface for a game has to be simple, easy and accessible, but also have ways to go back when something goes wrong. This is to ensure a product doesn't become boring for the user.
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