Welcome To the master examination of: Bas Kersten
WHO IS BAS KERSTEN?
ALLROUND ARTIST With a passion for interface design
ALLROUND ARTIST Internship
ALLROUND ARTIST 4 Th year project
GAMES
THE START OF MY IDEA
CREATE A RTS INTERFACE
NOT FOR PC
BUT FOR A MULTI-TOUCH DEVICE
WHY A MULTI-TOUCH DEVICE? New type of device On the PC the most is already done Much to explore
THE RESEARCH BEGINS
MAIN QUESTION Designing a clean RTS interface for a Multi- touch device?
SUB QUESTIONS What is necessary and what are the main features when creating a RTS interface? What are the possibilities and limitations of an interface on a Multi-touch devices compared to the interface of a traditional RTS game What is the best way to test my interface?
ARE THERE RTS GAMES FOR MULTI-TOUCH DEVICES?
INTERFACE ANALYSIS
INSPIRED BY: Lord of the Rings: Battle for Middle-earth
BECAUSE IT FEATURES Minimalistic interface Pre-made building spots Unit micromanagement Clear icons Tight unit cap
GOAL OF THE GAME Build units Gain map control Destroy the enemy
ONE PAGE DESIGN DOCUMENT
IMPORTANT DESIGN CHOICES Short game Premade building spots 4 Types of Units Small Fights Fast gameplay
UNITS 2 normal units, tank and helicopter 2 elite units, Elite tank and Elite helicopter Upgrades through buildings and Elites
TANK & HELICOPTER UNITS
ELITE TANK & ELITE HELICOPTER
BUILDINGS
INTERFACE TEST SCENARIOS
TWO TYPES OF TESTS Interface testing (9 testers) Upgrade icon testing (12 testers)
THEST METHODES Think out loud method (Interface testing) Evaluation Questionnaires (Upgrade icon testing)
THINK OUT LOUD METHOD One on one testing Comfortable setting
TESTING DEVICE iPad 2
TESTING AUDIENCE Age: jaar Used to playing games Higher educated
TESTING GOAL To make a solid Multi-touch RTS interface To improve my interface concept design
FIRST INTERFACE DESIGN
THE TEST RESULTS
MAIN INTERFACE SCREEN Radar Unit screen Elite screen
TEST 1 Create a building
TEST 1 - PROBLEMS How to build? Premade building spots?
TEST 1 - SOLUTIONS Clear building icons Short explanation towards pre-made building spots
TEST 2 Unit production
TEST 2 - PROBLEMS The buildings aren't clear in their functionality.
TEST 2 - SOLUTIONS Clearer building design by integrating recognizable parts of the units in the design
TEST 3 Unit movement
TEST 3 - PROBLEMS Pressing instead of dragging Unit movement is too slow The units only respond in a straight line
TEST 3 - SOLUTIONS Short explanation towards the movement system Tweak the movement to the desired speed Clickstream
TEST 4 Unit upgrade
TEST 4 - PROBLEMS Difficulty determining what the upgrades are
TEST 4 - SOLUTIONS Extensive icon testing
TEST 5 Unit attacking
TEST 5 - RESULTS Because of the movement test they know what to do Same way of attacking as in traditional RTS games
TEST 6 Screen navigation
TEST 6 - PROBLEMS Testers had no idea how to start the navigation through the level
TEST 6 - SOLUTIONS Short explanation towards the navigation system Additional navigation features
UPGRADE ICON TEST
TEST RESULT SHIELD ICON
TEST RESULT SPEED ICON
TEST RESULT ATTACK ICON
8 GUIDELINES
GUIDELINE 1: Give the user feedback on their actions
GUIDELINE 2: Make sure that objects, actions and options are visible to the user
GUIDELINE 3: Multiple options for navigation, but keep it minimal
GUIDELINE 4: Show all options that the user requests
GUIDELINE 5: Design elements (buttons) are large enough to be operated with the fingertips
GUIDELINE 6: Use clickstream for unit movement
GUIDELINE 7: Provide a minimal interface
GUIDELINE 8: Fast and short tutorial
FAST AND SHORT TUTORIAL
CONCLUSION Guidelines Important interface elements Basics for further development of a RTS games on Multi-touch devices
THE END Questions?