Posts in Category: Research Report

Youtube Series: User Experience Points (UXP)

UXP is an interesting Youtube series discussing the user experience design of various video games. I’ve been watching the series to gather more research on the topic for my report. It’s useful to find any series like this as coverage of this subject is minimal, and finding information about UI in Video Games specifically can be tough.

The UXP Video analysing the user experience of Dark Souls

The UXP Video analysing the user experience of Dark Souls

I will use these videos to help support, challenge or form my own conclusions, finding examples that I can take further in my own case studies later on. If I find a particular game or section of UI that is notable, I can make note and write up a more detailed analysis of it further down the line.

It serves as a useful platform for observing games I may not have played or seen before and also gives me other perspectives – rather than just focusing on my own opinion.

Journey UI & UX Analysis

Journey PS4 Screenshot [Source]

Journey is a notable example for my research as the UI is so successful through the lack of UI (similar also to Monument Valley). Innovative methods of interaction and giving feedback to the player are employed to heighten the experience.

The game communicates changes in state and provides feedback to the player’s action within the context of the game rather than laying them over the top in the form of GUI elements. For example, the length of the player’s scarf communicates the player’s health.

  1. Collect glowing symbols to increase the length of your scarf
  2. The scarf grants the power to fly, but using it gradually drains this power
  3. See the amount of flight that is left by how many symbols are on the scarf

Above is an example of giving the player meaningful feedback, in a Diegetic and immersive way. The game does this throughout. Another example is how when two players are nearby one another, their scarf will glow and is charged due to the proximity of the other player.

“Glowing symbols and glyphs are tracked in the chapter select area. In the chapter buildings, the glyphs that you have found will light up, showing you in which chapters you are missing them, except for one in the introductory chapter. The glowing symbols are tracked in total off to the side of the buildings, but you will need to reach the end of a chapter to see how many you’ve collected out of the total for that chapter by the number of lit up symbols in front of the altar where you receive your vision.”

The player can check which symbols they have collected by actually looking at the environment of the game.

The glyphs you have found will light up on the chapter buildings. This replaces the need for graphical progress bars and similar HUD elements. It allows the player to feel that their progress is more intertwined with the game’s world, the story and environment. It increases the sense of agency that the player has – they can see their progression directly influencing and altering the outcome of their environment and its role in the world. Their choices and gameplay are reflected in the world they explore. The lack of these graphical/HUD/UI elements also adds to the mysterious, unknown atmosphere of the game. This is fairly crucial in allowing the game to succeed in the way that it was intended to. It allows the game to set and portray the tone that is intended.

The game provides absolutely minimal information on how to play, the story and your goals

The ‘Start’ screen

The only information the player receives regarding the control scheme [Source]

Uncharted 4 User Interface (UI) Analysis

Uncharted 4 Screenshot showing the minimal UI and the bubble in the lower right, alerting the player there is a grenade nearby

Uncharted 4 (and previous games) makes good use of minimal and clean contextual signifiers to keep the players well informed without breaking their immersion within the game world.

Research Report Planning/Clarification

I have filled in the following information for the session today (30/09/15) with Marie-Claire.

This helps me solidify my ideas so far, and get everything together in one place. I can then clearly see what needs focusing on next, and fill in any gaps.


Name: Aiden Lesanto


Title(s): How can innovative interactions create better experiences in games?

Previous ideas:

  • Creating better, more meaningful player experiences through innovation in UI/UX Design within Games
  • Navigating imaginary worlds: innovation in UI/UX design within Games
  • How innovative interactions create better player experiences within games?

Form of Report(s): Extended Essay


Nominate a Research Report Friend: Sam Brooks


Any other important information or question:
I’m unsure whether 5,000 or 10,000 words would be most suitable. I usually struggle to keep within word limits but also would like my work to be concise. I would appreciate advice on the benefits of choosing 10,000.

I also feel the need to narrow down the subject more but am wary of making it too specific and having a lack of content to talk about.

*Draft ready end of week 8, Friday 13th November Draft submission to the VLE. Using the layout in the RR Guidelines.


 

Initial Thoughts

For personal reference: Research Report Guidelines

I have begun developing and refining the topic for my Research Report.

Brainstorming Notes

Brainstorming Notes

I will mostly be thinking about and researching the following topics, within the specialism of Interactivity:

  • Human Centered Design
  • Human Computer Interaction
  • Psychology of Visual Language
  • Efficiency in Design
  • Communication of Information
  • Visualisation of Complex Ideas

 

Visualising the structure with mind maps

Feedback from Sharon

Feedback from Sharon

I have gathered some initial feedback on the potential questions I’ve been thinking about. This has given me a useful starting point for narrowing down or better defining the topic. I agree with the feedback given and my next step will be to start answering the questions given.

  1. What do I mean by innovation? What are the current conventions? What are examples of ‘innovation’?
  2. What do I mean by a ‘better’ experience? Perhaps I should think about what makes a ‘worse’ experience?
  3. How can I judge the quality of an experience? What criteria can I use?