Wednesday, November 3, 2010

User Interface Design for Games - II

User Interface Design for Games - II

In my last blog "User Interface Design for Games - I", I described the method for user interface design for games which was focussed on the "Goals" .

Now, let's talk about another important part of usability - "Procedures"

Procedure Basics

Goals is what you want to accomplish

Procedure is how you accomplish that task

There are many models which relate procedure to usability.

GOMS Model

There are two approaches for evaluating the procedural quality of an interface.

- The Keystroke-Level Model Method

- Operators and times for the keystroke model

GOMS procedure method model example
VCR Processor

Methods for recording a program is performance based.

People miss out "procedure" part of interface

When we generally talk of user interface, we believe that user interface consists of the input devices and what appears on the screen.

However, a better view is to consider the "procedures".

So, Interface also include the procedures used to accomplish a task.

Research Results

For an interface to be easy, simple and fast to use it should have easy and simple procedures.

GOMS Model

Goal

What is the goal the user want to accomplish with the system?

Operators

What basic actions the user can perform?

Methods

What procedure the user should focus to accomplish the task?

Selection rules

Which of the several methods should be applied to accomplish the goals?

Two well eastablished GOMS methodology

- Keystroke level method
- GOMS procedure model

The Keystroke-Level Model Method

Analysis:

1. Start with specified interface design
2. Choose one or more representative task scenarios
3. List the keystroke level events required in the scenarios
4. Insert mental operations for when the user has to stop and think.
5. Look up the standard execution time of each operator
6. Add up execution times for operations
7. The total is the estimate time to complete the task

Choose design for fastest predictions

Especially useful for :

Getting a quick, easily explained

Frequently repeated activities

Operators as times for Keystroke level method model:

K- Keystroke

Pressing a key or a button on a keyboard

Different experience level has different times

P - Point with mouse to a target on display

Follows Fitt's law
(Read my other blog baout Fitt's law)

B - Press mouse button

Highly practiced, simple reaction

H - Home hards  to keyboard or mouse

W - Wait for system reboot

User is idle and cannot continue

M -Mental act of thinking

Routine, brief pause in stream of activity

"NOT" a deep thought

GOMS Procedure Model Method

Analysis:

1. Select a set of top-level user goals
2. Choose the specified interface design
3. Write out general procedures that user will have to learn to execute and accomplish a task
4. Assess learning and execution implementation of procedure

Informal : unneeded

Formal : Calculate prediction learning or execution time

Choose the design with best combination of learning and execution tasks

Especially useful for:

Assessing consistency and ease of learning

Predicting execution times for variety of situations


Cognitive Walk through

Cognitive walkthough is an important technique used in design evaluation.
From : http://www.cs4fn.org/designforall/images/paperchainaudit.jpg
"The cognitive walkthrough method is a usability inspection method used to identify usability issues in a piece of software or web site, focusing on how easy it is for new users to accomplish tasks with the system" - Wikipedia

The cognitive walkthrough method is based on the notion that:

Users learn better by doing and performing tasks on an interface than studying a manual
1) A cognitive walkthrough starts with a task analysis  that specifies the sequence of steps or actions required by a user to accomplish a task, and the system responses to those actions. 
2) The designers and developers of the software then walkthrough the steps as a group, asking themselves a set of questions at each step. 
3) Data is gathered during the walkthrough, and afterwards a report of potential issues is compiled. 
4) Finally the software is redesigned to address the issues identified.

The above are the broad steps for cognitive walkthrough.

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