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Posts Tagged ‘User Experience’

GameFlow and Gameplay in Madden NFL ’11

August 25th, 2010

gameflow GameFlow and Gameplay in Madden NFL 11

As a fan of football games, going back to the days of classics like Tecmo Bowl (NES), we were excited to play this year’s redesign of the successful Madden NFL series. We can report that Madden NFL ’11 is the most realistic, graphically stunning, and holistic football simulation to date. However, the new “GameFlow” play calling system has many hardcore Madden fans up in arms, due to the departure from classic play calling in football games. We will discuss some of the new features in Madden NFL ’11, why GameFlow is a step in the right direction, and some features that could be improved for next year’s release of Madden NFL. Read more »

The Future of Mobile: Invisible, Connected Devices with Infinite Screens

August 19th, 2010

iThink The Future of Mobile: Invisible, Connected Devices with Infinite ScreensImage: From Introducing the iThink by Paul Mic on his The Monkey Buddha blog

The history of smartphones looks something like this: At the end of 2008 the very first Android handset was available on T-Mobile in the US. The iPhone has existed for 3 years. The very first Blackberry featuring push email came out in 2002.

From WAP and push email to iPhone in 5 years. From one iPhone to 60 different Android handsets in under 3 years. At that rate it’s challenging to create a credible mobile roadmap that extends as far as 6 months – and the rate of change is increasing. Read more »

The Future of Tech According to Kids: Immersive, Intuitive and Surprisingly Down-to-Earth

July 8th, 2010

Kids DrawingIf we were to ask you to name one thing you wish your computer (or another Web-enabled device) could do, but doesn’t now, what would you say? How about the ability to “touch the things that are in the screen, to feel and move them.” That’s what 7-year-old Daniela* wants. Matthew, 6, wishes he could play 3D games on his computer, and Jenna, 7, would like a solar-powered laptop. Cristina, 12, thinks it’d be great to travel more – to experience new, far-away places with the help of virtual reality.

Understanding that kids are excellent innovators, Latitude Research in conjunction with ReadWriteWeb recently conducted a study asking children to ideate concepts for new computer and Web technologies – and the results are in. Read more »

Motion Controllers & Revived Classic Titles Rule at E3

June 22nd, 2010

sonic Motion Controllers & Revived Classic Titles Rule at E3

2010 appears to be a breakthrough year for gaming technologies.  In case you haven’t heard, Nintendo, Sony, Microsoft, and many others in the gaming industry have just announced their latest releases at this year’s E3 Expo in Los Angeles. The E3 press conferences revealed trends toward motion-based game controllers, 3D technologies, controller-less gaming, and an array of retro game titles that are back on the scene. Read more »

Games for Good: Read Our Article In the Cognitive Technology Journal

June 7th, 2010

cogTech Games for Good: Read Our Article In the Cognitive Technology Journal
Matthew Sharritt, President of Situated Research, has an article titled “Designing Game Affordances to Promote Learning and Engagement” appearing in a special issue of the Cognitive Technology Journal. The issue, focusing on “Games for Good”, contains our article (starting on p. 43). Read more »

What’s Wrong With the RITE Method?

April 30th, 2010

A critique of a common method used in video game usability research

Many video game usability practitioners employ a method to test usability within video games, called the ‘RITE’ method, short for Rapid Iterative Testing and Evaluation (RITE). Pioneered at Microsoft Games Studios and Microsoft Research, the RITE method has been adopted by many usability research organizations besides the teams at Microsoft.

While the RITE method has some advantages, such as the ‘rapid iterative’ ability to suggest changes to designers and test them in successive passes, it may fall short when looking for usability issues that lie beneath the surface. Read more »

Holistic Web Browsing: Trends Of The Future

April 10th, 2010

The future of the Web is everywhere. The future of the Web is not at your desk. It’s not necessarily in your pocket, either. It’s everywhere. With each new technological innovation, we continue to become more and more immersed in the Web, connecting the ever-growing layer of information in the virtual world to the real one around us. But rather than get starry-eyed with utopian wonder about this bright future ahead, we should soberly anticipate the massive amount of planning and design work it will require of designers, developers and others.

Glasses in Holistic Web Browsing: Trends Of The Future

Read more »

A 2½ Year-Old Has a First Encounter With an iPad

April 7th, 2010

My iPhone-savvy 2½ year-old daughter held an iPad for the very first time last night, and it turned out to be an interesting user-interface experiment. Read more »

The Touchy Feely Future of the User-Interface

April 1st, 2010
How the machines will come out and meet us in 2015

future user interfaces of 2015 0 The Touchy Feely Future of the User Interface

The user interface is big business right now. In truth, it always was, but it’s taken the mass popularisation of the iPhone to bring it the public agenda. Until then, a good interface was one which you didn’t notice. If no one mentioned it, then it was doing its job. It was allowing the user to perform the task they’re looking to do with minimal fuss, but when the famous talky tablet turned up, it brought with it something that would change this principle for consumers everywhere – a touchscreen. Read more »

GDC: Sid Meier’s Lessons On Gamer Psychology

March 18th, 2010

meier GDC: Sid Meier’s Lessons On Gamer PsychologySid Meier is known as the mastermind behind some of the most respected and influential video games of all time, such as Civilization, Railroad Tycoon and Pirates.

But in his pursuit of conveying a realistic experience for players, he says his logical mind wasn’t taking into account enough what was going on in players’ heads.

“Gameplay is a psychological experience,” Meier acknowledged during his GDC keynote. Today he is director of creative development at Firaxis Games. “By acknowledging that gameplay is actually a psychological experience we … can end up with a better game.”

Meier outlined specific psychological elements that occur in players’ minds, such as “The Winner Paradox.” Game designers are supposed to give gamers a challenge, but the gamer at the same time expects to win. “In the real world you don’t always win, however in the world of games, you always win” in some capacity, Meier said. Read more »

Color Theory for Web Design: The Meaning of Color

February 9th, 2010

Color in design is very subjective. What evokes one reaction in one person may evoke a very different reaction in someone else. Sometimes this is due to personal preference, and other times due to cultural background. Color theory is a science in itself. Studying how colors affect different people, either individually or as a group, is something some people build their careers on. And there’s a lot to it. Something as simple as changing the exact hue or saturation of a color can evoke a completely different feeling. Cultural differences mean that something that’s happy and uplifting in one country can be depressing in another.

image001 Color Theory for Web Design: The Meaning of Color Read more »

Technology Changing How We Work, Play, Shop

February 5th, 2010

Virtual saleswoman Technology Changing How We Work, Play, ShopVirtual saleswoman and other technology changing how we work, play, shop

Our avatars are coming. Those mobile and 3-D and interactive technologies being created around us are about to beam us into a new world, filled with workday holograms, avatars and stuff we called magic only a few years ago. Read more »

Realism in UI Design

February 4th, 2010

The history of the visual design of user interfaces can be described as a gradual change towards more realism. As computers have become faster, designers have added increasingly realistic details such as color, 3D effects, shadows, translucency, and even simple physics. Some of these changes have helped usability. Shadows behind windows help us see which window is active. The physicality of the iPhone’s user interface makes the device more natural to use.

In other areas, the improvements are questionable at best. Graphical user interfaces are typically full of symbols. Most graphical elements you see on your screen are meant to stand for ideas or concepts. The little house on your desktop isn’t a little house, it’s «home». The eye isn’t an actual eye, it means «look at the selected element». The cog isn’t a cog, it means «click me to see available commands».
Read more »

Gaming Usability 101

January 16th, 2010

This list of ten features should be embraced by game designers

Steve Krug argues in his book Don’t Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace. Read more »