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Welcome To the master examination of: Bas Kersten
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WHO IS BAS KERSTEN?
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ALLROUND ARTIST With a passion for interface design
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ALLROUND ARTIST Internship
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ALLROUND ARTIST 4 Th year project
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GAMES
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THE START OF MY IDEA
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CREATE A RTS INTERFACE
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NOT FOR PC
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BUT FOR A MULTI-TOUCH DEVICE
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WHY A MULTI-TOUCH DEVICE? New type of device On the PC the most is already done Much to explore
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THE RESEARCH BEGINS
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MAIN QUESTION Designing a clean RTS interface for a Multi- touch device?
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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?
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ARE THERE RTS GAMES FOR MULTI-TOUCH DEVICES?
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INTERFACE ANALYSIS
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INSPIRED BY: Lord of the Rings: Battle for Middle-earth
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BECAUSE IT FEATURES Minimalistic interface Pre-made building spots Unit micromanagement Clear icons Tight unit cap
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GOAL OF THE GAME Build units Gain map control Destroy the enemy
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ONE PAGE DESIGN DOCUMENT
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IMPORTANT DESIGN CHOICES Short game Premade building spots 4 Types of Units Small Fights Fast gameplay
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UNITS 2 normal units, tank and helicopter 2 elite units, Elite tank and Elite helicopter Upgrades through buildings and Elites
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TANK & HELICOPTER UNITS
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ELITE TANK & ELITE HELICOPTER
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BUILDINGS
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INTERFACE TEST SCENARIOS
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TWO TYPES OF TESTS Interface testing (9 testers) Upgrade icon testing (12 testers)
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THEST METHODES Think out loud method (Interface testing) Evaluation Questionnaires (Upgrade icon testing)
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THINK OUT LOUD METHOD One on one testing Comfortable setting
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TESTING DEVICE iPad 2
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TESTING AUDIENCE Age: 25- 35 jaar Used to playing games Higher educated
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TESTING GOAL To make a solid Multi-touch RTS interface To improve my interface concept design
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FIRST INTERFACE DESIGN
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THE TEST RESULTS
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MAIN INTERFACE SCREEN Radar Unit screen Elite screen
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TEST 1 Create a building
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TEST 1 - PROBLEMS How to build? Premade building spots?
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TEST 1 - SOLUTIONS Clear building icons Short explanation towards pre-made building spots
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TEST 2 Unit production
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TEST 2 - PROBLEMS The buildings aren't clear in their functionality.
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TEST 2 - SOLUTIONS Clearer building design by integrating recognizable parts of the units in the design
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TEST 3 Unit movement
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TEST 3 - PROBLEMS Pressing instead of dragging Unit movement is too slow The units only respond in a straight line
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TEST 3 - SOLUTIONS Short explanation towards the movement system Tweak the movement to the desired speed Clickstream
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TEST 4 Unit upgrade
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TEST 4 - PROBLEMS Difficulty determining what the upgrades are
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TEST 4 - SOLUTIONS Extensive icon testing
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TEST 5 Unit attacking
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TEST 5 - RESULTS Because of the movement test they know what to do Same way of attacking as in traditional RTS games
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TEST 6 Screen navigation
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TEST 6 - PROBLEMS Testers had no idea how to start the navigation through the level
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TEST 6 - SOLUTIONS Short explanation towards the navigation system Additional navigation features
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UPGRADE ICON TEST
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TEST RESULT SHIELD ICON
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TEST RESULT SPEED ICON
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TEST RESULT ATTACK ICON
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8 GUIDELINES
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GUIDELINE 1: Give the user feedback on their actions
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GUIDELINE 2: Make sure that objects, actions and options are visible to the user
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GUIDELINE 3: Multiple options for navigation, but keep it minimal
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GUIDELINE 4: Show all options that the user requests
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GUIDELINE 5: Design elements (buttons) are large enough to be operated with the fingertips
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GUIDELINE 6: Use clickstream for unit movement
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GUIDELINE 7: Provide a minimal interface
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GUIDELINE 8: Fast and short tutorial
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FAST AND SHORT TUTORIAL
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CONCLUSION Guidelines Important interface elements Basics for further development of a RTS games on Multi-touch devices
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THE END Questions?
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