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 Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

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Presentation on theme: " Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)"— Presentation transcript:

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4  Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

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6  Character Attributes Health / Lives Score Ammo, etc. Attributes  Start/Pause screen  Map

7  Action The HUD  Adventure Minimal Menu  RPG Skill selection Inventory/Attributes  Sports Shifting interface  Strategy Command and Control  Simulation Realistic data integration

8  Checkpoint Based CoD 4 Gears of War  Selective Quick Save / Full Save Altered Selective (only in certain areas)  Auto-Save Time/event based

9  Computer More active menus More Keyboard Commands  Console Striped down interface Command simplicity  Mobile & Arcade Quickplay focus Resolution Restrictions PSP PS 2 PC

10  Unintuitive Design Cryptic Symbols Improper activity grouping  Steep Learning curve Overly-complex control features  Cluttered and Obstructive Interfaces

11  Disability considerations Captions Keyboard Control  Language & Cognitive Intuitive graphics Careful with text  Customization

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