Mind maps, research in games.

We had to create three different mind maps in which had to include; Sound in games, interactivity in games and visual production in games. In each we had to come up with as many things as we could. We had to think what we would include in a game if we were making it ourselves.

mindmapsThis was helpful in the fact that it has given us more aspects to put into our game then we would have before. We shared ideas with the group so that the mind maps were as detailed as possible.


2D Notes:

Feedback and control – 

Feedback – This is how you navigate through the game by providing information to the player, this can be done in different ways. Strategies, duration and success. HUD – heads up display.

Control – Receive information from the player (input), The control is linked to feedback, but how? GUI Graphical user interface.

User interface design principles:

  • Structured (co-location of related elements.)
  • Simple (users language – meaningful shortcuts.)
  • Visible (avoidance of distraction.)
  • Feedback (clarity, relevance.)
  • Tolerance (undo, redo, inconsistent input.)
  • Reusable (uniformity, reduction of user memory process.)

Structured. (co-location of related elements.) Recognising models of design: Related things, how they are or grouped together. When playing a game you should be able to identify each of the symbols on the screen and should be obvious to the user what they mean.

Simple (users language, meaningful shortcuts.) The design should make common tasks easy, by this it means if you had to kill someone it should be obvious and easy to do. Communicate clearly in the users language and provide good shortcuts.

Visible (avoidance of distraction.) All options and materials should for a given task should be visible without distracting the user. Good designs don’t overwhelm the user or confuse with unneeded information.