evaluation of interface

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EVALUATION OF INTERFACE Geanross N. Garrido Kevin Jude S. Salvador BSIS 1 ISCA ISC30

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Page 1: Evaluation of interface

EVALUATION OF

INTERFACEGeanross N. GarridoKevin Jude S. SalvadorBSIS 1 ISCAISC30

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OVERVIEW

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Mobigame S.A.R.L

David Papazian

(CEO)

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USER EXPERIENCE

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USERS

Kevin

Geanross

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CuriousExcitedSatisfyingMotivatedFrustrated

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ConfusedMotivatedAddictedEnjoyableExcitingChallengedDetermined

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USABILITY

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Effectivity The game reaches its goal because it is effective in

gaining and entertaining more users. understand and learn the game easily accessible information of the background of the game for the users.

Efficiency

Once a user got engaged to the game he will easily improve his skills in playing Zombie Tsunami. • beat his own high score• accomplish several missions• able to buy some accessories• upgrade its zombies.

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Safety

It is not harmful for the users to play this kind of game. For example, the animations, graphics, and sounds of the game they’ve designed, it is in a decent way so that if the users will play the game they will not have some negative reactions since the game is all about zombies. It can be played not only by the elders but also by the young ones as the game can’t intimidate them while playing.Utilit

yIt is easy to play because it is a simple gameplay that only function is only to tap the screen in able for the Zombies to jump and avoid obstacles during the game.

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Learnability simple to understand by the user doesn’t tend to be a waste of time learning the instructions capable to explore the features of the game.

Memorability

Once a user played the game continuously they will be able to remember easily the following functions of the game. it helps the users retain information about the functions and instructions of the game: what to do and how the flow of the game will follow as soon as the players will play and remember the other commands of the application.

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USER INTERFACE

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JOHNSON (2007) User Interface Design Rules

Principle 1. Focus on the users and their tasks, not on the technology

The application game focuses on what the users need and what to do. It gives the necessary instructions that the users will follow to achieve the suitable goals and task. Addition to it is that the application also require the appropriate software that will able this to function.

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Principle 2. Consider function first, presentation later It has an easy function (just tap the screen) that really understandable by the users.

Principle 3. Conform to the users’ view of the task The game considers the users. It is favourable for the users to do what can satisfy them. For example, it has an option for languages that can be understandable for them.

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Principle 4. Design for the common case

The application game has a common type of “how many users” rather than, “how often” because it catches the player’s attention about what the game is. Somehow, the important is that the number of users played it and proved that it is an effective game. Principle 5 don’t complicate the

users’ task The game doesn’t complicate the users because it is not a problem for them to play it online or offline. It is not a hindrance for those users who don’t have an internet connection for them to play it.

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Principle 6 Facilitate learning

The game facilitates knowledge to the users in a consistent basis because it has the same functions and instructions throughout the game. It is a user friendly game that can’t harm those who played it and will able to enjoy playing it. The interface has an outside-in design such as the missions and challenges that should be surpassed by the users; the developer has a wide imagination in designing it because of its animated graphics.

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Principle 7 Deliver information, not just data It provides the user detailed information that they will be able to know and not just an irrelevant data. It gives feedback to the users action.

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Principle 8 Design for responsiveness

The design of the game easily response on the user’s action on it. Whatever the user does on its functions, it is consistent. It frees the users to do other things while the application is on in its device because it allows a “Pause” function that doesn’t terminate the game. The zombies have a smooth and excellent animation moves throughout the game. It also allow users to know how much the operation will take since it is visible to the users to see the percentage of the operation.

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Principle 9 Try it out on users; then fix it

It is usable by all intended users and accessible for Smartphones, android devices, and iPad. It implies the User Experience for the developers to evaluate the game and make some updates for the game to improve its interface.

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CONCLUSION

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User friendly User interface Usability goals User experience goals Many users around the world