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What Could Gaming Learn from UI/UX Design?
James Chaytor CEO, Sprung Studios
SPRUNG STUDIOS A UNIQUE DESIGN AGENCY
SPECIALIZING IN UX/UI DESIGN
WHAT DO WE DO?
GAMES MOBILE TV DESKTOP
ESTABLISHED IN 2005
A LOT OF DIFFERENT INTERACTION PRINCIPLES ACROSS A LOT OF PLATFORMS
WHAT DO WE DO?
CSR RACING
CSR Racing top grossing
game of 2012
Featured in Apple keynote
Grossed over $12 million
a month for over a year
Experience was over 60%
UX/UI
CSR RACING
WORKSHOP
MAP
RACE
MY DESIGN HISTORY
Interaction digital products require
and respond to human input, and
change their own content or
behaviour based on that input.
WHAT IS UX/UI DESIGN?
Industrial design Hardware form, aesthetics and ergonomics
Visual design Colour, typography and layout of images/transitions
Information design Clear communication of concepts of data.
Interaction design Defines the behaviour of a product; also concerned with form and
content as they relate to system behaviour and user input.
UX/UI DESIGN IS
WHAT YOU COULD DO
USER FLOWS
Each box represents one page
Decision trees included
Dont just rely on back button
Dont obsess about number of clicks.
USER FLOWS
The number of necessary clicks affects neither user satisfaction, nor success rate. Fewer clicks dont make users happier and
arent necessarily perceived as faster.
What really counts here is ease of navigation, the constant scent of
information along the users path. If you dont make the user think about the clicks, they wont mind having a few extra clicks.
UXMyths.com
USER FLOWS
Gravity Assist or Slingshot theory.
The use of relative movement to speed up a
spacecraft in order to save
time/expense.
UX designers want to save time too, on behalf of their
users.
USER FLOWS
Editorial Recommendation
Social Recommendation
Sponsored Recommendation
USER FLOWS
Where will the user go next?
USER FLOWS
EXAMPLE
CSR Racing instigation of sleep-walking menu
WIREFRAMES
Hi-fidelity wireframes can be
tested.
Bring to the wireframes an
understanding of:
1. Positioning
2. Font size
3. Division of information
WIREFRAMES
USER EXPERIENCE IS A
DESIGNERS JOB!
WIREFRAMES
Layout consistency
Interaction consistency
Try to solve spacial issues
List out all possible pop-up scenarios to
avoid multiple pop-ups.
WIREFRAMES
Keep colour out of it.
Layout consistency AGAIN
People wont see the A, B, C Designs
Think about the icon.
WIREFRAMES
In the 1980s a branch of economics
known as Chicago School started.
Its fundamental principle was rational
choice theory: but this was flawed.
Our minds are biased and flawed, but
predictably so.
It is this predictability that makes it
possible to change behaviour and the
concept of the nudge was born.
Nudge = choice architecture.
New Scientist (April issue 2013)
CHOICE ARCHITECTURE
In 1999 economist Aad Kieboom
had an idea to cut the costs of
cleaning the mens toilets at
Schiphol Airport in Amsterdam.
He had a picture of a fly etched
into each urinal
The cleaning bill dropped by 80%
New Scientist (April issue 2013)
CHOICE ARCHITECTURE
The city of Chicago reduced the
number of car accidents on the
scenic but twisty Lake Shore
Drive by painting white stripes on
the approaches to sharp turns.
The stripes get progressively
closer together, creating the
illusion that you are speeding up.
New Scientist (April issue 2013)
CHOICE ARCHITECTURE
Social Proof
Reassurance / Previous purchase
Fear / Scarcity
Reward / Excitement
CHOICE ARCHITECTURE
Indication of status
Easy choice / Abstract
Option for Free Gas
IMPATIENCE
CHOICE ARCHITECTURE
UI DESIGN
COMMON INTERACTION PRACTICES
UI DESIGN
You can use well known interaction archetypes from app designs
UI DESIGN
INFORMATION DESIGN
Get inspiration from Information Design
Think of novel ways of presenting information
Think of how movement could add to
experience
UI DESIGN
UI DESIGN
UI DESIGN
UI DESIGN
DESIGNING FOR GENRES
EXAMPLE
EXAMPLE Foretold- a modern twist on the fantasy genre.
EXAMPLE
CONSISTENCY OF NAVIGATION
CSR Racing - Consistency achieved across different navigation paradigms.
EXAMPLE
Lichdom Battlemage - consistency achieved across different navigation
paradigms.
EXAMPLE
Lichdom Battlemage - consistency achieved across different navigation
paradigms.
EXAMPLE
EXAMPLE
THINK CONTRAST - ACCESSIBILITY
Surge Deluxe addressing accessibility issues through UI Design
EXAMPLE
EXAMPLE
ANIMATION/SOUND AS A REWARD
Movement is a reward
Consider animations carefully
Consider sounds carefully
Always let the user skip them
EXAMPLE
Consider everything that everyone else has
done and then give it a unique twist.
Treat games as brands, easy to recognise
and appreciate.
UI DESIGN
Think about your audience
Bigger curves/bevel = less sophisticated
Windows 8 Phone style is hard to own
Think of visual design as a brand
Consider dpi of the system for fonts (Retina
vs Vita)
UI DESIGN
Conform to rules of button size and stick to it
Careful who you canvas opinion from initially
Send initial concept designs through testing
UI DESIGN
UI DESIGN
ICONOGRAPHY IS VITAL
ICONOGRAPHY
ICONOGRAPHY
Create a family set
Always use the same treatments
Think about hover/touch/selection/hit
ICONOGRAPHY
Tell a story
Give visual clues about genre
Intrigue the player
Think about the name - will it truncate?
APP ICON DESIGN
Coercive Monetization Putting the consumer in an undesirable position in the game and them
offering to remove this pain.
Premium Currencies Purchase currency in-app and allowing users to see the currency at all
times in the interface is less anxiety generating.
Skill Games vs Money games Sound decisions ensure success as opposed to your ability to pay.
Reward Removal Give players rewards as they play and then make their loss
inevitable unless they pay
Ramin Shokrizade (Gamasutra)
F2P MONETISATION
The UI is not a sticking plaster
Get Progression Working Really Well
Offer Nudges, Not Gateways
Less Smash And Grab
F2P MONETISATION
Many conventions in UX/UI design have been
adopted by the entire world.
EAST MEETS WEST
And we have this in common.
EAST MEETS WEST
Touch helps UX/UI Design:
Buttons have minimum sizes for touch
Chinese characters have a minimum font
size of 12pt and touch requires at least 14pt
so legibility is improved
EAST MEETS WEST
Cultural differences often based on colour.
In China, Red is a colour for good luck and
happiness.
In the West, Red is often said to be used as
a warning of a signal that something has
gone wrong.
EAST MEETS WEST
GOOD UX DESIGN GIVES THE USER NO
BARRIER TO USING A PRODUCT.
GOOD UI DESIGN MAKES THEM FEEL
REWARDED FOR CONTINUING TO DO SO.
jim@sprungstudios.com
Twitter: ChaytorJames
THANK YOU
mailto:jim@sprungstudios.commailto:jim@sprungstudios.com