Sunday, October 25, 2009
Tone and Color
Tuesday, October 13, 2009
User Interface Design
Color. This interface for a game called, World of Warcraft, shows the use of colors to denote meaning. The most generally universal color-meaning association in the genre, MMO, is probably the one that distinguishes Health (in green) and MP/Mana (in blue). Shown in these colors range from the gauges showing maximum health and mana and in health and mana generation from abilities on screen by the character at center in colored numeral.
Tone. In this interface for the Sony Ericsson, tone is the major factor that allows a user to select their function of choice. Shown, a camera icon is illuminated in a light that contrasts between the other icons that are in darkness. Also, the name of the function choice is in a much brighter shade than that of the icons as well. The effect is that the user knows what they are about to select with the cue besides that of the icon -- the name of the function.
image from: http://sefanboy.com/2007/11/26/k850-menu-interface-in-k810k800/
image from: www.slipperybrick.com/
Tuesday, October 6, 2009
Week 6 Blog
While this first picture shows a very texturized and flashy look at what this game (Final Fantasy XIII) might play like in battle when it is bought by many FF series fans, the design of the interface doesn't help a gamer understand how to make it all happen. Much of the stress in the interface causes the gamer to look at the corners of the screen which appears as something that looks like a map and another circular gauge meter type thing on the top left and right of the screen shot. A map you may be able to understand intuitively but, traditionally in this game genre (RPG), maps are not the most necessary thing when it comes to a fight/battle. It may even sound ridiculous to one who has not the least bit of interest in this type of game to hear about reading a map in battle. Secondly, the gauge or meter isn't even labeled as complex as it looks. Looking near the bottom of the picture, more of the interface is displayed. A list of actions are scrolled on the bottom left diagonally in what order, I'm unsure of. It is missing a hierarchy, being group together in a seemingly random order. In the middle of the bottom interface, there seems to be the possibility of chaining actions, it must correspond to the color of the action selected in the random list of abilities. The last two of the chain action interface is empty but how is one to know whether or not they can enter another two abilities or not? Lastly, the amount of health the player has is shown as just a number, not a fraction to show how much in total, next to another number labeled ATB then there is a green bar on top of these numbers. Maybe the bar corresponds to health or ATB but its a little hard to tell.
There is a waste of stress toward the two items on the top, and no order to the bottom where one is supposed to choose actions to function. On top of that, important information about the character is cluttered to the bottom right.
images from: http://xbox360.qj.net/Comparing-the-old-and-new-Final-Fantasy-XIII-battle-interface/pg/49/aid/127767
http://static.gamesradar.com/images/mb//GamesRadar/us/Games/F/Final%20Fantasy%20XIII/Bulk%20Viewers/PS3/FFXIII_battle1--screenshot_large.jpg
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