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L
COMPUTERGAMEDEVELOPMENT/DESIGN
IGHTBOWN
DesigningtheUserExperienceofGame
DevelopmentTools
“Davidisguidedbyhisbeliefthathecancontributetoraisingthebarforallofus:that
wecanallspeakthesamelanguage,understandthesameconcepts,andusethesame
techniques,sothatwecanallmakebettergames.Whatyouarereadingnowistheresult
ofDavidLightbown’sfirstbigmissiononthatverylongquest.”
DESI
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—MikeActon,EngineDirector,InsomniacGames
“UserexperienceisthepreeminentdesignchallengeofourtimeandDavidhasGNIN
capturedandrefinedtheseconceptstohelpusproducebeautifullydesignedworkflows
thatareapleasuretouse.Hisacclaimedlectures,nowdemonstratedandelaboratedin
thisbook,arebrilliantandveryappropriatetoourindustry.”
GTHEU
theUser
—JasonParks,Owner,ContinuityAI;FormerTechnicalArtistforSCEA,THQ,and
Volition
SER
“DavidLightbown’sbookshinesalightonadarkcornerofthegames,butit’sacorneron
thepathwetakeeverydayingamedevelopment.AlldevelopersoweEX
ittotheirfutureselvestolearntoapplytheprocesspresentedinthisbooktoPER
IEN
Experience
theirtools.”
—CoreyJohnson,UnityTechnologies
C
“Ifyoubuildgamestoolsandarenotfamiliarwithuser-centereddesign,thenEO
youshouldreadthisbook.…providesacomprehensiveintroductiontoF
user-centereddesignwitheasy-to-understandexplanationsandplentyofGAME
ofGame
real-worldexamplesthatdemonstratetheprinciplesandbestpracticesyouneedtoknow
tostartbuildingbettertoolstoday.”
D
—TomHoferek,PrincipalUserExperienceDesigner,AutodeskEVEL
DesigningtheUserExperienceofGameDevelopmentToolsexplains
OPMEN
Development
howtoimprovetheuserexperienceofgamedevelopmenttools.Thefirstpartofthebook
detailsthelogicbehindwhytheuserexperienceofgametoolsmustbeimproved.The
secondpartintroducestheconceptofuser-centereddesign,T
aprocessthatrevolvesaroundunderstandingpeople’sgoals,watchingthemTO
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OLS
Tools
theythink.
Idealforanyonewhomakes,uses,orbenefitsfromgamedevelopmenttools,thebook
presentscomplexconceptsinamannerthatisaccessibletothosenewtouserexperience
design.
K23310
ISBN:978-1-4822-4019-1
90000
DAVIDLIGHTBOWN
9781482240191
Designing
theUser
Experience
ofGame
Development
Tools
Designing
theUser
Experience
ofGame
Development
Tools
DAVIDLIGHTBOWN
BocaRatonLondonNewYork
CRCPressisanimprintofthe
Taylor&FrancisGroup,aninformabusiness
CRCPress
Taylor&FrancisGroup
6000BrokenSoundParkwayNW,Suite300
BocaRaton,FL33487-2742
©2015byTaylor&FrancisGroup,LLC
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Dedication
WhenIwasyoung,Itriedtoconvincemyparentstobuyavideogame
console.Instead,theyboughtacomputer.
Asaresult,Iplayedvideogamesatmyfriends’housesandinarcades.
OndayswhenIwantedtoplaygamesathome,myonlyoptionwasto
tryre-creatingthegamesonourcomputer.Tomysurprise,IfoundthatIenjoyedcreating
gamesasmuchasIdidplayingthem.Ifmyparents
hadboughtaconsole,Imightneverhavediscoveredmypassionfor
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Myparentssacrificedtheirtimeandenergy(andattimes,theirsanity)toteachmefocus,
patience,andtherewardsthatcomefromchallenging
yourself.Oh,thefactthattheysentmetoagreatschooldidn’thurteither.
Theyprovidedmewiththetools—intellectualaswellaselectronic—so
thatIcouldhaveoneofthegreatestgiftsanyonecouldeveraskfor:ajobthatIlook
forwardtoeveryday,whereIhavetheprivilegeofmakingtoolstohelppeopleturntheir
ideasintoreality.
Thanks,MomandDad.Iloveyou!
Contents
PraiseforDesigningtheUserExperienceofGame
DevelopmentTools,xi
Foreword,xiii
Introduction,xvii
THEBIGGREENBUTTONxvii
MYSTORYxviii
WHOSHOULDREADTHISBOOK?xx
COMPANIONWEBSITEANDTWITTERACCOUNTxxii
BEFOREWEBEGIN…xxii
AbouttheAuthor,xxv
Chapter1◾WelcometoDesigningtheUserExperience
ofGameDevelopmentTools
1
WHATWILLWELEARNINTHISCHAPTER?1
WHATISTHISBOOKABOUT?1
DEFININGUSEREXPERIENCE2
THEVALUEOFIMPROVINGTHEUSEREXPERIENCEOF
OURTOOLS7
PARALLELSBETWEENUSEREXPERIENCEANDGAME
DESIGN10
HOWDOPEOPLEBENEFITFROMANIMPROVEDUSER
EXPERIENCE?12
FINDINGTHERIGHTBALANCE13
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vii
viii◾Contents
Chapter2◾TheUser-CenteredDesignProcess
15
WHATWILLWELEARNINTHISCHAPTER?15
WHATISTHEUSER-CENTEREDDESIGNPROCESS?15
THEPHASESOFTHEUSER-CENTEREDDESIGNPROCESS16
THEPOWEROFPRE-VISUALIZATION19
GETTINGTOABETTERUSEREXPERIENCEFASTER22
INTEGRATINGTHEUSER-CENTEREDDESIGNPROCESS
INTOAGILE24
WHOHASTHETIMETODOALLOFTHIS?25
WRAPPINGUP26
Chapter3◾WhatDoesItMeantoBe“User-Centered”?
27
WHATWILLWELEARNINTHISCHAPTER?27
STARTWITHTHEUSERS27
FOCUSONTHERIGHTUSERS30
FEATURESVERSUSGOALS32
DOONETHINGREALLYWELL34
CHOOSETHERIGHTFEATURES36
WRAPPINGUP38
Chapter4◾Analysis39
WHATWILLWELEARNINTHISCHAPTER?39
THEIMPORTANCEOFWATCHINGUSERSWORK39
INTRODUCTIONTOHUMAN–COMPUTERINTERACTION43
UNDERSTANDINGTHEMENTALMODEL54
INTERVIEWSTAKEHOLDERS57
PERFORMCONTEXTUALANALYSES58
CREATETASKFLOWS61
DISCOVERTHEUSERS’MENTALMODEL62
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ADVANCEDTECHNIQUES67
WRAPPINGUP69
Contents◾ix
Chapter5◾Design71
WHATWILLWELEARNINTHISCHAPTER?71
HOWTHEBRAINANDTHEEYESWORKTOGETHER72
VISUALLANGUAGE73
INTERACTIONPATTERNS77
HIERARCHY80
CONSTRAINTS83
NATURALMAPPING85
REPRESENTATION87
FEEDBACK91
FEED-FORWARD95
GROUPING97
CHUNKING102
EXCISE104
PROGRESSIVEDISCLOSURE112
WRAPPINGUP116
Chapter6◾Evaluation117
WHATWILLWELEARNINTHISCHAPTER?117
HOWDOWEEVALUATETHEDESIGN?
117
CHOOSINGBETWEENCODEORPRE-VISUALIZATION
117
PRE-VISUALIZETHEINTERFACE
119
PERFORMAHEURISTICEVALUATION
121
DOUSERTESTS
126
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Chapter7◾BacktoAnalysis
131
DÉJÀVU131
COMPARINGMEASUREMENTS132
Chapter8◾Real-WorldUser-CenteredDesign
135
INTRODUCTION135
THEPROCESSINACTION
136
CALCULATINGTHERETURNONINVESTMENT144
x◾Contents
CONCLUSION,147
SUMMARY147
CLOSINGWORD148
THANKS,151
WORKSCITED&RECOMMENDEDREADING,153
TRADEMARKS,155
PraiseforDesigningthe
UserExperienceofGame
DevelopmentTools
“Asatechnicalartist,I’vebeenespousingthebenefitsoftoolsforartistsandproduction
pipelinesformorethanadecade.Buthonestly,they’vebeen
bare-bones,just-get-the-job-donekindofquality.It’sabouttimeweattachsome
professionalismtothedesignofourtoolsaswell.Userexperienceisthepreeminent
designchallengeofourtimeandDavidhascapturedand
refinedtheseconceptstohelpusproducebeautifullydesignedworkflowsthatarea
pleasuretouse.Hisacclaimedlectures,nowdemonstratedandelaboratedinthisbook,are
brilliantandveryappropriatetoourindustry.
MytoolsetsgoingforwardaregoingtoincorporateasmanyoftheseconceptsasIcansqueezeintothem.”
—JasonParks
Owner,ContinuityAI(formerTechnicalArtist
forSCEA,THQ,andVolition)
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completelyconversationalmannerthatisnotonlyapproach-able,butfunandinteresting
toread.Hisexamplesareworthsharing,andputtingthemintoactionhasdefinitelymade
meabetterdesigner.”
—JimBrown
EpicGames
xi
xii◾PraiseforDesigningtheUserExperienceofGameDevelopmentTools
“DavidLightbown’sbookshinesalightonadarkcornerofthegames,butit’sacorneron
thepathwetakeeverydayingamedevelopment.Alldevelopersoweittotheirfuture
selvestolearntoapplytheprocesspresentedinthisbooktotheirtools.”
—CoreyJohnson
UnityTechnologies
“IfyoubuildgamestoolsandarenotfamiliarwithUser-CenteredDesign,thenyou
shouldreadthisbook.Davidexplainswhytheuserexperience
ofthetoolsyoumakeisimportanttoyourusersandhowithasapositiveimpactonyour
bottomline.Heprovidesacomprehensiveintroductionto
User-CenteredDesignwitheasy-to-understandexplanationsandplenty
ofreal-worldexamplesthatdemonstratetheprinciplesandbestpracticesyouneedto
knowtostartbuildingbettertoolstoday.”
—TomHoferek
PrincipalUserExperienceDesigner,Autodesk
“Throughhonestinsightandreal-worldpragmatism,Davidhasprovided
awonderfulentrypointtothepracticeofUser-CenteredDesignwhile
highlightingitspracticalapplicationtogamedevelopmenttools.David
notonlydeliverstheconceptsandtechniquesthatcanbeusedtoimprovetheuser
experienceofgamedevelopmenttools,healsooutlines—inclearandmeasurableterms—
thereturnoninvestmentfordoingso.Amust
readforanyonewho’sseriousaboutimprovingtheefficiency,creativity,andproductivity
ofthecontentcreatorsontheirteam.”
—LiamGrieg
SeniorUXDesigner,Atlassian
“Alltoooften,in-housesoftwaretoolsareneglectedchildren,withbafflinginterfacesand
steeplearningcurves,whichtranslatesintocountlesshoursoflostproductivity.Inthis
easy-to-read,comprehensiveguide,DavidLightbownappliesclassicprinciplesofUserCenteredDesigntothetool-buildingprocess,sothatdeveloperscanhelpusersunlockthe
powerof
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cess.Amust-read,evenifyou’renotinthegamesindustry.”
—AJKandy
Co-Founder/DirectorofDesign,Peterson/Kandy
Foreword
DavidandIfirstmetjustaftertheGameDevelopersConferencein2012.
Theinterfacedesigneronmyteamhadjustgivenapresentationonour
experienceandapproachtousabilityforourinternaldevelopmenttools.
IthinkwhatsparkedthatfirstconversationwasDavid’sinitialsurprisethattherewas
someoneelse,anyoneelse,outthereinourspacethatreallydidcareabouttheseissues.
Gamedevelopment,especiallyintheconsolespacethatI’mmostfamiliarwith,isoften
veryplayer-focused.Wewanttodowhatmakesforthebestplayerexperience.Asan
industryandaculturewehaveaverylong,fruitfulhistoryinthatarea.Muchmorerarely
dowetakethatsameexpertiseandfocusitinward.Howdowetakethelessonsofgames
andapplythemtomakinggames?
Overthelasttenyearsorso,therehasthoughbeenagrowingrealizationamongdevelopers,especiallyonlargerteams,thatthecostand
complexityofmakinggamesisitselfinhibitingourcollectiveabilitytodevelopthebest
experiencefortheplayer.InjustthepreviousgenerationofAAAgamedevelopmentit
wasquitecleartoeveryonethatthese
secondaryknock-oneffectswereactuallynotjustsignificant,butpossiblythemost
significantpredictorofquality.Thephrase“iterationtime”washeardeverywhere.Wehad
collectivelyrealizedthatinmakinggames,likemostcreativeendeavors,yougetitwrong
thefirsttime.Andthesecondtime.Andthethird.Butyoulearnsomethingimportantin
eachiterationandthemoreiterationsyoucando,thebetteratityoubecome.Thisisno
surprisetoanyoneonanindividualscale.Therealchangewasthatnoonecouldescape
thisuniversaltruthanylonger.Bruteforceworkswelltoapointandthatpointhaspassed.
Manydifferent“solutions”tothatproblemhaveappearedsincethen.
Inparticular,it’shardnottorecognizetheintroductionofAgilemethodologiesin
particularintothegameindustryasaprocessresponseto
thisveryproblem—asmuchasitsadherentswillinsistit’snotaprocess.
xiii
xiv◾Foreword
Whilethesemethodsfromotherindustriesbroughtalongwiththemalot
ofbaggageofdubiousvalue,theydidhelptocrystalizeoneimportantideainto
developmentculture:youcannotknoweverythinginadvance.This
isnottosayyoucannotknowanythinginadvance,whichinmyexperi-
clearlystupid.Buttheveryideathatyoucannotplanforeverythinginacreativeproject,
notjustthatyoushouldnot,wasbothcompellingand
self-evidentinretrospect.Wehadneverbeenabletoplaneverything.Wejustpretended
wecould.
Theninthelastfiveyearsorso,everywherethingswerehappeningat
aboutthesametime,whichwouldhelpmaturetheconceptof“iteration”
intooneof“usability.”Peoplewerenolongeraskingwhethertheyshoulditeratemorebut
ratherhowtomakethoseiterationsmorevaluable.
Usabilityasadisciplineandusabilityresearchoutsidethegameindustry(aswellas
withinthegameindustry,butstilllargelyfocusedontheplayerexperience)hadhelpedto
definewhatwemeantbyiteration.Howdoesoneimproveorincreaseiterationsnotjust
bymakinglongprocessesshorter,butbymakingthingsbetterordifferentlyaltogether?
Wheredoesauserandherexpectationsfitintoallofthis?Thedisciplineofusability
researchwasgrowingallaroundustoanswerthesekindsofquestions.Inparticular,the
meteoricriseofwebappsandmobiledevelopment(gamesor
otherwise)andtheunprecedentedsuccessoftheiPhoneinparticular
broughtusabilitydesignintothelimelight.AndthencameGamification:themuch
maligned,andinmyview,bothlargelymisunderstoodand
completelymisapplied,ideathatyoucouldtakethelessonslearnedfromgamesandapply
themtootherthings.Likemakinggames.
ItwasasbothDavidandIwerepreparingforGDC2013thatIthink
wefoundwhereallofthiswouldleadus.Iwaspreparingmypresentation
“UsabilityIsNotRandom”basedonmytheorythatusabilitycouldbefor-malizedin
termsofinformationandinformationtheory.Wecandescribe
ourinteractionswithourtoolsasaformofcommunication,whichwe
couldmeasureandanalyze.Icouldusethismodeltohelpimproveand
guidemyapproachtodevelopingtoolswithmyteam,inmydayjobas
enginedirectoratInsomniacGames.
David,however,wasdrivenbysomethingevenlarger.Thatsameyear,
wewerebothpartofaGoogleHangoutpaneltogether.Wediscussedwhat
droveusandwhatwasmostimportanttous.Itbecameclearthatwhat
Davidwantedwasnotjusttofigureouthowmuchhecouldimprovethe
usabilityofaspecifictoolorsetofdevelopmenttoolsorevenforaspecificForeword◾
xv
team,butthathewantedtoimproveusabilityeverywhereinourindustry.
canallspeakthesamelanguage,understandthesameconcepts,andusethesame
techniques,sothatwecanallmakebettergames.
WhatyouarereadingnowistheresultofDavidLightbown’sfirstbig
missiononthatverylongquest.Therestisaco-opcampaign,andhehasbroughtalong
theseweaponstogetusstarted.
MikeActon
EngineDirector
InsomniacGames
June20,2014
Introduction
Eventhoughtheyhadbeentryingforoveranhour,thetwomencould
notgetthemachinetoperformitsgreatesttrick:printadouble-sidedpage.Theywere
almostreadytogiveup.“We’reS.O.L.,”oneofthem
said,finally.Fortunately,theinteractionanalystwaswatching,andshegotitallon
videotape.
THEBIGGREENBUTTON
In1983,Xeroxintroducedtheirmosttechnologicallyadvancedphotocopier,theXerox8200.Ithadmanyinnovativefeaturesforthetime:
double-sidedprintingandautomaticallycollatingpages,tonameafew.
However,customerservicerepresentativesstartedreportingthatcustomerscomplainedthemachinewas“toocomplicated.”Ironically,Xerox
advertisedthemachineasbeingsimpletouse—“Allyouhavetodois
pushthegreenbutton.”
Xeroxwasalsooneofthefirstcompaniestohiresocialanthropologistsandpsychologists
tohelpwithproductdevelopment.Thisishow—afew
yearsbeforetheXerox8200wasintroduced—adoctoralstudentwitha
backgroundininteractionanalysisstartedworkingatXerox.Hername
wasLucySuchman.
WhentheXeroxexecutiveslearnedwhatcustomersweresayingabout
themachine,Lucywasaskedtohelpfigureoutwhy.Sherequestedthat
oneofthemachinesbeinstalledatthePaloAltoResearchCentersoshecouldwatch
peopleusingit.*
TwooftheparticipantswerespecificallychosenbyLucyfromtheinter-
*TheXeroxPaloAltoResearchCenter,morecommonlyknownasXeroxPARC,would
playahugeroleindrivingthefieldofhuman–computerinteractionforward.MichaelA.
Hiltzik’sDealersofLightningoffersafantastichistoryofXeroxPARC,thepeople
involvedinitsriseandfall,andallofthecompaniesthattheywouldgoontoinfluence,
includingAdobe,Microsoft,Pixar,andApple.
xvii
xviii◾Introduction
amicrophoneandacamera,andgavethemaseriesoftaskstoperform.
Oneofthesetaskswastotestamajorsellingpointofthemachine:duplexprint,or
printingdouble-sided.
Afteranhourandahalfoffillinguptheroomwithpaperfromfailed
attempts,thetwomenconcludedthattheycouldnotfigureitout.One
ofthemexpressedtheirfrustrationwithaquotecapturedonthenowfamousvideorecording:“We’reS.O.L.”
ThevideowaspresentedtotheXeroxexecutiveaspartofLucy’sreport.
Afterwatchingthevideo,oneoftheexecutivesexclaimedthatthereasonthetwomen
couldnotfigureouthowtoprintdouble-sidedwasthattheyarenotsmartenough.“You
musthavegottheseguysofftheloadingdock!”
That’swhenLucyrevealedthatthetwomenshehadchosenwereactuallytwoofthemostgiftedcomputerscientistsworkingatXerox:Ron
Kaplan,abrilliantcomputationallinguist,andAllenNewel,oneofthe
foundingfathersofartificialintelligence.
Thiswasoneofthefirstdocumentedaccountsofapplyinguserresearch
toimproveanofficeproductivitytool.*Itwouldbemanyyearsbefore
thesetechniqueswouldbeappliedtotoolsdevelopmentinthevideo
gamesindustry.
MYSTORY
LicensetoCompute
WhenIwasateenager,oneofmyfirstfull-timejobswasworkingtechnicalsupportfor
anInternetserviceprovider.IntheearlydaysoftheInternet,everyonewhoworkedin
technicalsupportcoulddoabitofUNIXshell
scriptingandknewhowtoconfigureTCP/IPforeveryimaginableoperatingsystem.
Alldaylong,wewouldanswercallsfrompeoplewhodidnotknowas
wouldmakefunofthecustomerswhenwegotoffthephone.
Oneofthemoreinfamousstorieswasthatofacustomerwhowasworriedthattheyhad“deletedtheInternet,”becausetheyhadaccidentallydraggedthe
InternetExplorericonintothetrash.Aftergettingoffaparticularlydifficultcall,I
remembersayingtomycolleaguesthatpeopleshouldhavetopassanexamtousea
computer.
*ThefullversionofthisstorycanbefoundinLucySuchman’sbookHuman–Machine
Reconfigurations.
Introduction◾xix
Irealizenowwhatafoolishstatementthatwas.Theproblemisnotthe
user.Itistheuserexperience.
MyBestandWorstDaysinGameDevelopment
Yearslater,Iwasfortunateenoughtogetmyfirstjobinthegamesindustry.Inthattime,I
haveheldavarietyofroles,suchasmodeler,technicalartist,andtechnicaldirector.
SomeofmybestdaysworkingasatechnicaldirectorwerewhenIwould
watchhowachangetoatoolorpipelinecouldmakeanartist,animator,orleveldesigner
moreproductive.Italwaysmademefeelgoodwhentheywouldsay,“Thattoolyou
workedonreallysavedmealotoftime,andIwasabletofocusoncreating!”Nothing
makesmehappierthanenabling
contentcreatorstodowhattheydobest.
Bycontrast,someofmyworstdayswerewhenIwouldwalkbysomeone’sdeskandwatchthemjumpthroughmultiplefrustratingandinefficienthoops,justtomakeatinybitofprogress.Eveniftheydidn’tgetmuchdone,atleast
theycouldfeelthattheyaccomplishedsomething.
Seeingcontentcreatorslimitedintheirabilitytoexpressthemselvesforreasonsbeyond
theircontrolisextremelyfrustratingtowatch.
Atthattime,Ihadalimitedsetofoptionsatmydisposal,suchaswritingscriptsto
accelerateproductivity,mentoringandcoaching,tryingtofindwaystostreamlinethe
pipeline,andsoon.However,IalwaysfeltthattherewasmorethatIcoulddotoimprove
thetools.Withoutadoubt,myexperienceinthegamesindustrygavemeanadvantage
whenitcameto
toolsdevelopment,butnoonecangetitrighteverytime.Ineededtofindamore
consistentandmeasurableway.
Thisdesiretohelpthecontentcreators—whoseworkIadmiredsomuch—
ledmedownapaththatwouldchangemycareerinthegamesindustry.
DiscoveringtheInmates
waystomakecontentcreatorsmoreproductive,handedmeacopyof
TheInmatesAreRunningtheAsylum.Thisbook—writtenbyAlanCooper,thecreatorof
VisualBasic—hadbeencirculatinginwebanddesktopsoftwaredevelopmentstudiosbut
hadnotyetmadeitswayintogamedevelopment.WhenIreadit,Iwasamazedathowperfectlyitcapturedthe
softwaredevelopmentculturethatIhadbeenapartofacrossmanydifferentgame
developmentteams.
xx◾Introduction
Thisbookalsointroducedmetothefieldofuserexperiencedesign.
FromthefirstdaythatIstartedworkingingamedevelopment,Ihad
thoughtsandopinionsonhowtodesigngamedevelopmenttoolsthat
wouldmaketheusersmoreproductive,butIwasneverabletopinpointasystemor
methodologytodoitconsistently.ThisbookopenedthedoortoaworldthatInevereven
knewexisted.
Afterfinishingthatbook,Istartedtoseekoutanyotherbooksonuserexperiencedesign
thatIcouldgetmyhandson:DonNorman’sTheDesignofEverydayThings,Steve
Krug’sDon’tMakeMeThink!,DanSaffer’sDesigningforInteraction,andJeffGothelf’s
LeanUX,tonamejustafew.
Itwasn’tlongbeforeIcametotherealizationthattheconceptspresentedinthesebookshadneverbeenformallyappliedtotoolsdevelopmentinthegamesindustry.Theuntappedpotentialforimprovement
washuge.
TheMainMessage
Icreatedapresentationabouttheimpactthattheseconceptscouldhaveontools
developmentinthegamesindustry,andIstartedshowingit
aroundtovariousgamedevelopmentstudios.Thatpresentationwas
essentiallymyjobinterview.Thisresultedinafull-timepositionfocusingonimproving
theuserexperienceofgamedevelopmentpipelinesand
toolsatUbisoftMontreal.
Iwouldgoontogivethatpresentationatleastadozenmoretimes,
mostnotablyattheMontrealInternationalGameSummit(MIGS)and
theGameDevelopersConference(GDC),wherethefeedbackfromthe
attendeesputitamongthemosthighlyratedpresentationsofbothconferences.Afeatured
articleonGamasutrafollowed.
Nolongafter,Iwasapproachedtoturnthepresentationintoabook,
andofthisbookremainsthesame:thegamesindustryneedstomakethe
userexperienceoftoolsapriority.
WHOSHOULDREADTHISBOOK?
Thisbookisforanyonewhomakes,uses,orbenefitsfromgamedevelopmenttools.However,anyoneinvolvedintheproductionofvideogamesingeneralshould
beawareofthemessageinthisbook,becauseitismybeliefthatinvestinginbettertools
canhelpusmakebettergames.
Introduction◾xxi
ThePeopleWhoMaketheTools,or“Developers”
Sometoolsdevelopershaveareputationfornotcaringabouttheuser
experienceofgamedevelopmenttools.Thisislargelyunfair:mosttoolsdeveloperswant
toimprovetheuserexperiencebutarenotgiventhetime,lackthetechniques,ordonot
knowwheretobegin.Thisbooksaimsto
addressthoseissuesandempowertoolsdeveloperstomakepositivestepstoward
improvingtheuserexperienceoftheirtools.
Technicaldirectorsandtechnicalartistsareofteninoneofthebest
positionstoinitiatechange,sincetheyactasabridgebetweentheusersandthe
developers.Manyofthemarealsotoolsdevelopersintheirown
right.Thisbookwillgivethemtheknowledgetomakethemostofthat
positionandimprovetheprocesswithwhichourtoolsaredeveloped.
ThePeopleWhoUsetheTools,or“Users”
Thetermcontentcreatorsissometimesusedtodescribeanyonewhousesthetoolsto
createcontentthatwillappearinthegame,thoughmost
peoplesimplyknowthemas“theusers.”Thiscanincludemodelers,animators,leveldesigners,gamedesigners,audioengineers,specialeffectsartists,andsoon.
Thisbookcanhelpthemimprovecommunicationwith
thoseresponsibleformakingthetoolsandassistinidentifyingcommon
issues,aswellasproposinghowtheycanbeimproved.
ThePeopleWhoBenefitfromtheTools,or“Stakeholders”
Thepeoplewhobenefitfromthecontentproducedbythetoolsaresometimescalledstakeholders.Thesepeoplemayneveruseorevenseethetoolswethat
discussinthisbook.Despitethis,theycanbethemostimportantplayers,sincethey—
sometimesindirectly—mandatethecreationofthe
tools.Creativedirectors,producers,andmanagersareafewexamplesofpeoplewho
belongtothisgroup.Astheyareresponsibleforsettingtherequirementsforthegameand
improvingtheuser
experiencecanreducerisk,aswellassavetimeandmoney.
ANoteforUserExperienceDesigners
Ifyouareauserexperiencedesignercomingfromanotherindustry,you
willbefamiliarwithmanyoftheconceptsinthisbook.Youwillnoticethatsome
conceptsandtechniqueshavebeensimplifiedinanefforttobeeasiertounderstandfor
peoplenewtouserexperiencedesign.
xxii◾Introduction
However,thisbookalsoincludesalotofinformationspecifictogame
toolsdevelopment.Thegamesindustryfacesuniquechallengesinregard
toimprovingtheuserexperienceoftheirtools.Itisthosechalengesthatmakethework
evenmoreinterestingforuserexperiencedesigners:thereisalotofworktodobutalsoa
tonofuntappedpotential,waitingto
beunlocked.
ItCanTakeYearstoBecomeanExpertinUserExperience
Althoughthisbookstrivestobeasthoroughaspossibleatpresentingwaysinwhichthe
userexperiencecanbeimproved,itcannotturnyouintoa
userexperienceexpertovernight.Ifyourgoalistobecomeanexpert,itwilltaketimeand
dedication—andbyreadingthisbook,youaretaking
yourfirstbigstep.
FortheGamers
WhenIvisitmylocalgamestore,Imakeapointoflisteningtopeopleinthestoretalk
aboutgames.Itremindsmethatthecontentwecreatewithourtoolsisultimatelyforthe
gamers.Hearingpeoplegetexcitedaboutupcominggamesandtalkingabouttheir
experiencescanreminduswhy
welovemakinggamesinthefirstplace.
COMPANIONWEBSITEANDTWITTERACCOUNT
Althoughthecontentofthisbookisstatic,thereareafewresources
availabletomakeitdynamicandinteractive.Thecompanionwebsite,
www.UXofGameTools.com,containsthelatestinformationandrevisions
forthisbook,aswellascontactinformation.Youcanalsofollowtheoffi-cialTwitter
account@UXofGameToolstoseethelatestupdatesandreadacuratedlistofarticles
relatedtouserexperience.
Yourquestionsandcommentsareallwelcome,sopleasefeelfreeto
[email protected]
BEFOREWEBEGIN…
Theconceptsandtechniquesinthisbookreflectmyapproachtoimprovingtheuserexperienceofgamedevelopmenttools,anditisbynomeanstheonlyway.
JustasIhaveborrowedideasonuserexperiencedesignfromothersourcesandtailored
themtofitgametoolsdevelopment,youshouldtakewhatworksbestforyouandyour
situation.
Introduction◾xxiii
Inaddition,thisisnotanacademictext,sosomeconceptshavebeen
simplifiedforthosewhoarelearningaboutuserexperienceforthefirsttime.Wherever
possible,Ihaveaddedresourcesinthefootnotesforpeoplewhowantmoredetails.
Someoftheideasinthisbookmaybeverynewanddifferentifyouhavebeendeveloping
gametoolsforalongtime.Keepinmindthatthegoalisnottocompletelychangetheway
wework,buttoenhanceit.Thematerialpresentedhereistocomplementourexisting
skills,inanefforttomakeusbettergamedevelopers.
Attheendoftheday,aslongastheusers,stakeholders,anddevelopersworktogetherto
makebettertools,thereisnorightorwrongway.
Now,let’sjumpin!
AbouttheAuthor
Afterspendingmostofhisformativeyearsinhisparents’basementtryingtoclone8-bitconsolegamesonanAppleIIgs,DavidLightbowngotajobinthe
gamesindustry.Sincethen,hehasdedicatedthemajorityofhiscareertoworkingon
contentcreationtoolsandpipelines.
Inadditiontocontributingtoavarietyofgamesasatechnicaldirector,Davidhas
deliveredpresentationsattheGameDevelopersConference,
MontrealInternationalGameSummit,andSIGGRAPH,invariouscities
withinCanada,theUnitedStates,andEurope.
HehasalsocollaboratedwithAutodesktocreateproductreviews,
trainingmanuals,tutorialvideos,andmasterclasses.In2010,hereceivedtheAutodesk
MasterAwardforhiscontributionstothe3Dcommunity.
Theawardalsoincludedasweetleatherjacket.
DavidcurrentholdsthetitleoftechnicaldirectoratUbisoftMontreal.
xxv
Chapter1
WelcometoDesigning
theUserExperienceof
WHATWILLWELEARNINTHISCHAPTER?
•Whatisthisbookabout?
•Whatisauserexperience?
•Whatisthevalueofimprovingtheuserexperience?
•Whataretheparallelsbetweenuserexperienceandgames
development?
•Howdopeoplebenefitfromimprovingtheuserexperience?
•Whathappenswhentheneedsofonegroupareprioritizedover
another?
WHATISTHISBOOKABOUT?
Thegoalofthisbookistopresentconceptsandtechniquesthatcanbe
usedtoimprovetheuserexperienceofgamedevelopmenttools.Thisbookfocuseson
User-CenteredDesign,aprocessthatrevolvesaroundunderstandingpeople’sgoals,
watchingthemwork,learningthecontextin
whichtheywork,andunderstandinghowtheythink.Wewilllearnhow
eachphaseoftheprocesscancontributetoimprovingtheuserexperience.
1
2◾DesigningtheUserExperienceofGameDevelopmentTools
Finally,wewillseehowthisprocesscanbeappliedtoareal-worldgamedevelopment
tool.
Beforewelearnabouthowtoimprovetheuserexperience,itwouldbe
reasonabletobeginbydescribingthetermuserexperience.
DEFININGUSEREXPERIENCE
Ifyoudoawebsearchorreadbooksaboutuserexperiencedesign,you
willnoticethattherearemanydifferentwaystodescribewhatauserexperienceis.One
populardescriptioncomesfromElizabethSanders,who
suggeststhattoolsneedtobe“useful,usable,anddesirable.”*Howarethesethree
objectivesprioritized?
TheUserExperiencePyramid
YoumayhaveheardaboutMaslow’shierarchyofhumanneeds,whichis
oftendepictedasapyramid.Essentially,itstatesthatphysiologicalneeds—
suchasfoodandshelter—mustbefulfilledbeforemorecomplexneedsaremet—suchas
creativityandconfidence(seetheleftsideofFigure1.1).†
www.allitebooks.com
tionsofapersonusingatoolmustbemetbeforeconsideringfunctionalitythatismore
advanced.Inthiscase,atoolshouldbeusefulbeforeitcanbeusable,andatoolshouldbe
usablebeforemakingitdesirable(seetherightsideofFigure1.1).
Inotherwords,atoolmayhaveanice-lookinguserinterface(desirable),butifitis
difficulttouse(notusable)anddoesnotfulfilltheuser’sneeds(notuseful),itcanresultin
abaduserexperience.
Self-actualization
Desirable
Esteem
Love/Belonging
Usable
Safety
Physiological
Useful
FIGURE1.1Maslow’shierarchyofhumanneeds(left).Theuserexperiencepyramid
(right).
*ThiswasoriginallyproposedinanarticlefortheDesignManagementJournal,entitled
“ConvergingPerspectives.”Itcanbefoundhere:http://onlinelibrary.wiley.com/
doi/10.1111/j.1948-7169.1992.
tb00604.x/abstract.
†YoucanreadmoreaboutMaslow’shierarchyofhumanneedshere:http://en.wikipedia.
org/wiki/Maslow’s_hierarchy_of_needs.
WelcometoDesigningtheUserExperienceofGameDevelopmentTools◾3
Unfortunately,somegamedevelopmenttoolsonlyprovidethebase
levelofthepyramid:theyareuseful.Thatalsomeansthattheyareneitherusablenor
desirable.Inthecaseofin-housetools,peopleusethembecausetheyhavenoother
choice.Tolearnhowwecanmaketoolsthat
peoplewanttouse,wecanstartbyunderstandingthethreelevels.
Useful
Atthecoreofagooduserexperienceissomethingthatfulfillsaneed.
Ifagamedevelopmenttooldoesnotfulfillaneed,whydoesitexist
inthefirstplace?Ideally,theseneedsshouldcomefromtheusersand
thestakeholders.
Toexplainthisfurther,wewillusetheanalogyofavehicle.Asthisisabookaboutgame
Halofranchise.AWarthogfulfillsaSpartan’sneedtogetfrompointAtopointBina
shortamountoftime.Itisfaster—andinthecaseofenemyfire,oftensafer—than
running.IfweweretodesignaWarthogthatsimplyfulfilledtheneedtogetfrompointA
topointB,itmightresembleaframewithwheels,aturret,andanengine(seeFigure1.2).
Howdowemakeatoolthatisconsidereduseful?Westartbyidentifyingtherightpeopletodesignforandthecontextinwhichtheyworkandbyunderstanding
theirgoals.WewilltalkmoreaboutthisinChapters3
and4.
ThisWarthoggetsusfrompointAtopointB,butithasamajorissue:
wearesittingonametalplatformwithwheels.Wehavenoprotection,wearenot
comfortable,anditisnoteasytouse:theonlywaytodriveistoreachourhandsintothe
engineandconnectthewires.Thereisnovisiblewaytocontroltheturret.Surely,there
mustbeabetterway!Thatbringsustothenextlevelinthepyramid:makingtoolsthatare
moreusable.
Useful
FIGURE1.2Auserexperiencethatisuseful.
4◾DesigningtheUserExperienceofGameDevelopmentTools
Usable
FIGURE1.3Auserexperiencethatisusable.
Usable
Muchlikeuserexperience,therearemanydefinitionsofusability.The
vastmajorityofthesedefinitionsincludequestionssuchas“Howefficientisittouse?”,
“Howeasyisittolearn?”,“Howwellistheuserprotectedfrommakingmistakes?”,and
“Howsatisfyingisittouse?”Therearemanywaystomeasureimprovementstousability,
butinthisbook,wewillfocusontwo:efficiencyandlearnability.
TocontinuewithourexampleoftheWarthog,whatwouldbethedefinitionofmakingitmoreusable?Wecouldaddpedalsandaseatthatis
adjustablesothedrivercansitcomfortablyandreachthepedalswiththeirfeet.This
wouldmakeitconvenienttoaccelerateanddecelerate,withouthavingtoreachintothe
engineandconnectanywires.Tomakeiteasiertolearnhowtodriveandshoottheturret,
wecouldaddstandardcontrolsthatanySpartanwhohasreceivedbasictrainingis
familiarwith:apistolgripandasteeringwheel(seeFigure1.3).
Howdoweimproveusability?Thereareavarietyoftechniques,basedonhumanfactors,
interactiondesign,cognitivepsychology,andinformationarchitecture—justtonamea
few—thatwewilllearnaboutinChapter5.
WhatelsecouldbedonetoimproveourWarthog?Thisquestionbrings
theinterfacelook“cool,”butthereismuchmoretoitthanthat.
Desirable
Desirabilityisoftenthelaststepthatweconsiderwhendesigninggamedevelopment
tools.Typically,theperceptionisthatdesirabilityisnotimportantordoesnotcontribute
enoughtotheuserexperiencetomake
itworththecost.
However,thefactisthatatoolwithanaestheticandappealingdesign
notonlycontributestousersatisfaction,butitalsoconfirmstotheuserWelcometo
DesigningtheUserExperienceofGameDevelopmentTools◾5
Desirable
FIGURE1.4Auserexperiencethatisdesirable.
thatthedesignershavetakenthetimetocreateahigh-quality,professionaltool.This
givestheusermoreconfidenceintheabilitiesofthetool.
Let’sreturntoourexampleoftheWarthog.Featuresliketintedwindows,shiningchrome,andanewpaintjobmayseemunnecessary,but
considerthis:ifthewindowsarecracked,thelabelsonthecontrolsarepeelingoff,andthe
bodyiscoveredinrustandfallingapart,howconfidentwouldyoubethatthisWarthog
willprotectyouinbattle?Youmightaskyourself,“Whatelseiswrongwiththevehicle
thatIcan’tsee?Isthisgoingtokeepmesafeonthebattlefield?”(seeFigure1.4).
Usabilityanddesirabilityareoftenintertwined.Wewillseethiswhen
welearnaboutthedesigntechniquesofhierarchyinChapter5,orheuristicssuchas
aestheticandminimalistdesigninChapter6.
MissingLevels
Now,imagineiftheWarthogwasmissingonlythe“usable”levelofthe
pyramid.Ithaswheels,anengine,andanarmoredshell,butyouhavetocrouchdown
insideandfiddlewiththewirestocontroltheengineand
steer.Furthermore,youwouldbesittingonametalplateinsteadofinaseat,withouta
seatbelt.Itmightlooknice,butitwouldnotbeverysafeorconvenient(seetheleftsideof
Figure1.5).
Alternatively,youcouldhaveaWarthogthatismissingjustthe“useful”
level:ithasaniceseatwithaseatbelt,asteeringwheel,pedals,andanarmoredshell,but
ithasnoengineorwheels.Itmaylookgreatandhaveallofthecontrolsyouneedonthe
inside,butitisnotgoingtogetyoufrompointAtopointB,whichiswhyyouwantedto
useitinthefirstplace(seetherightsideofFigure1.5).
FIGURE1.5Userexperiencesthatareneitherusable(left)noruseful(right).
6◾DesigningtheUserExperienceofGameDevelopmentTools
DefinitionsfromCooperandNorman
Anothercommondescriptionofagooduserexperienceissoftwarethat
resemblesaninteractionwithahumanandnotamachine.
InTheInmatesAreRunningtheAsylum,AlanCooperproposesthatweshouldbe
“purposefullydesigningoursoftware-basedproductstobe
morehumanandforgiving.”Anexampleofthiswouldbeagoodfriend,
whowoulddothefollowing:
•Rememberwhatyoulike
•Dotheirbesttohelpyou
•Clearlyexplainthemselves
•Takeresponsibility
•Beforgivingifsomethinggoeswrong
•Beflexiblewhentryingtoassistyou
TheartificialintelligenceCortanafromtheHaloseriesandthevirtualassistantSirifrom
Applearegoodexamplesofmachinesthatappearto
possessthesequalities.
Whatistheoppositeofthat?Afrustratingperson.DonNorman
echoesthisinhisbookTheDesignofEverydayThingswithexamplesonhowtomake
somethingdifficulttouseonpurpose:“Beinconsistent,”“Beimpolite.”Everyonehashad
todealwithsomeonelikethisintheirlifeatonepointoranother.Afrustratingperson
doesthefollowing:
•Forgetswhatyoulike
•Willnothelpyou
•Doesnotcommunicateclearly
•Doesnottakeresponsibility
•Isnotforgivingifsomethinggoeswrong
•Isnotflexibleinhelpingyou
TheevilartificialintelligenceSHODANfromSystemShockwouldbeanextreme
exampleofthis,orevenGLaDOSfromthegamePortal.
Howmanytoolscanyouthinkofthatresembleagoodfriend?Now,
howmanycanyouthinkofthatresembleafrustratingperson?
WelcometoDesigningtheUserExperienceofGameDevelopmentTools◾7
ComparingtheUserExperienceofNormalMappingTools
human.”Itusessimplelanguagethatahumanmightuse
(“Intensity”and“VeryLargeDetail”).Itcommunicatesclearlybyusing
previewstoshowyouwhatwillhappenifyouchooseaspecificoption.Ittriestohelpyou
bychoosingthebestoptionautomatically.Thismakesthetoollessintimidatingand
encouragesuserstomakeitpartoftheirpipeline.Mostimportantly,italsomeanspeople
aremorelikelytorecommendittotheirfriendsandcoworkers.
AnotherexampleofthisistheUnityengine:whenyouassignatexture
thathascharacteristicsofanormalmapbutyouforgettoflagitassuch,theengine
automaticallydetectsthisandofferstoflagitasanormalmap.
Thisisagreatexampleofsoftwareactinglikeagoodfriendbydoingitsbesttohelpyou
(seetheleftsideofFigure1.7,atthebottom).
WecancomparethistotheNVIDIANormalMapFilterontheright
sideofFigure1.7.Itresemblesaninteractionwithafrustratingperson.Itisunclearwhat
theoptionsdo,justlikesomeonewhodoesnotcommunicateclearly,the3DViewforgets
thelastanglethatyousetittoafteryoucloseandreopenthewindow,andsoon.
THEVALUEOFIMPROVINGTHEUSEREXPERIENCE
OFOURTOOLS
In2010,JimBrownofEpicGamespresentedatalkattheGameDevelopersConference
titled“Tools:MakingaBetterGame.”Inthispresentation,
hestatedthatevenasmallincreaseinefficiencycouldresultinasignificantsavingsof
timeandmoney,whenyoulookatthebigpicture.Some
improvementsmaynotseemlikealotontheirown,buttheycanaddup
tohundredsofthousandsofdollarsandmanyman-monthsifyoudesign
itfortherightpeople.
Toillustratethis,letusassumethatwetakethetimetoimprovetheefficiencyofatool
andmakeiteasiertolearn.Thoseimprovementsresultinasavingsof20minutesper8hourday.Thismaynotseemlikealotonitsown.However,wehavetoconsiderhow
manypeopleareusingthattool,
andhowoften.Ifthattoolisusedby20usersper8-hourday,20minutesperdaycansave
thefollowing:
•7hoursperday
•32hoursperweek
•1,800hoursperyear
8◾DesigningtheUserExperienceofGameDevelopmentTools
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WelcometoDesigningtheUserExperienceofGameDevelopmentTools◾9
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10◾DesigningtheUserExperienceofGameDevelopmentToolsNow,whenbudgeting
thestaffforagamedevelopmentteam,youalso
havetoconsidersalary,floorspace,equipment,software,andmanyotherdetails.Asof
thiswriting,thetypicalcostperman-monthontheEastCoastofNorthAmericaisabout
$10,000.Thismeansthatifwesave20
users20minutesperday,afterayearwecansavethefollowing:
•100man-months
•$100,000
Ifweinvest$40,000tomakethesechanges,thereturnoninvestment
is$60,000.Inthesecondyear,iftheimprovementsarestillsavingus
minutesper8-hourday,thetotalreturnoninvestmentis$260,000.Allforaninitial
$40,000investment.
Therewillalwaysbeadifferencebetweenthesepredictionsandthe
actualresults.However,eveniftherealnumbersarehalfofwhatwepredicted,westill
comeoutaheadintheend.Thebottomlineisthatinvestingintheuserexperienceofour
toolshasthepotentialtosaveustimeandmoney.
PARALLELSBETWEENUSEREXPERIENCEANDGAMEDESIGN
Somepeoplemaybesurprisedtolearnthattherearemanysimilaritiesbetweenthetechniquesusedtomakegamesandthoseusedinuser
experiencedesign.Weareveryfortunatethatthisisthecase,becauseitcanmakethe
adoptionofthesetechniquesforgamedevelopmenttools
lessintimidatingcomparedtootherindustries,suchasbanking,sales,
ormanufacturing.
PersonasandCharacters
InChapter4,youwilllearnaboutpersonas:profilesofpeoplethatrepresenttheaverage
user.Insituationswheretherearealargenumberofusersforagiventool,thesecanbe
veryusefulformakingdesigndecisionsandgivingeveryoneasharedvisionofwhowill
usethetools.
Thoughsomepeoplefindtheconceptofusingarchetypesofpeopleto
helpusmakedesigndecisionsstrange,thinkaboutthis:wecreatecharactersinourgames
andconsiderhowtheythinkandwhattheirgoalsarewhen
WelcometoDesigningtheUserExperienceofGameDevelopmentTools◾11
writingtheirdialogue,creatingtheenvironmentstheylivein,andsoon.
Thishasworkedwellforthecreationofourgames,sowhynotourtools?
ScenarioStoryboardsandCinematicStoryboards
Whencreatinggamedevelopmenttools,weoftenfixateonfeatureswithoutknowinghow
andwhenthosefeatureswillbeused.Scenariostoryboards
helptoremindusofthecontextinwhichatoolisused.Thiscanbeanextremely
importantandpowerfulconceptinuserexperiencedesign.We
willlearnmoreaboutthisinChapter4.
Whileitmayseemoddtosomepeoplethatwewouldcreatesomething
likethisforgamedevelopmenttools,keepinmindthatweusestoryboardsforcinematicsandcomplexgameplaymomentstoo.Weusethem
toplanandestimaterisk,asopposedtogoingstraightintoimplementingeverythingatfull
quality,whichcanbeexpensiveandrisky.Thereisnoreasonourtoolscannotbenefit
Pre-VisualizationandGameplayVideos
Pre-visualizations,whichwewilllearnmoreaboutinChapter6,comeinallshapesand
sizeswithvariouslevelsofquality:sketches,paperprototypes,interactiveprototypes,and
soon.Regardlessoftheform,thegoalisthesame:simulatetheuserexperiencesowecan
getfeedbackfromtheuserearly,toensurewearegoingintherightdirection.Alltoo
often,thefirsttimetheuserhasasenseofhowatoolworksiswhenitisalreadydone,
andthatisoftenoneofthemainreasonswhyatoolcanhaveabaduserexperience.
Bycomparison,gameplayvideoshaveasimilargoal:creatingavideothatsimulateswhat
thegameplaylookslikeinanefforttogetfeedbackearly.
Itmayevenbesemi-interactive:therecanbeseveralsmallvideosusedas
“branch-points”toshowtheoutcomeofdifferentsituations.Aswithpre-visualization,the
visualfidelityofthisvideocanvary,butthepurposeremainsthesame:findoutifweare
goingintherightdirection.Ifwedothisforourgameplay,whywouldwenotapplythe
sameconcepttoourtools?
AnalyticsandMetrics
Analyticsmaybemorefamiliartowebandmobileappdevelopers,but
theycanbenefitgametoolsdevelopersaswell.Capturingstatistics—suchaswhoisusing
certainfeatures,whentheyusethem,andhowoften—can
12◾DesigningtheUserExperienceofGameDevelopmentToolsbeanincredibly
powerfultechniqueforimprovingtheuserexperienceofyourtool.
AswewilldiscussinChapter4,analyticsareusefulwhenyouhave
averylargenumberofusersandneedhelpdeterminingwheretostart.
However,theresultsofanalyticsshouldnotbetheonlysourceofinformationusedto
makedesigndecisions.Theyshouldbeusedasastarting
pointbeforemeetingyourusersface-to-face.Nothinghelpsyoutounderstandhow
peopleusethetoolslikewatchingthemwork.
Whenagameisnotrunningatthedesiredframe-rate,gamedevelopers
capturemetricsfortheprocessor,graphics,andmemoryandthenanalyzethemtoidentify
whatneedstobeoptimized.Ifyouhavedonethisbefore,youmaybefamiliarwiththe
toolsprovidedbyMicrosoftandSony,ortheprofilertoolsinUnity,justtonameafew.As
withanalytics,metricscanbeastartingpointaswell.Ifaspecificeffectiscausingthe
frame-ratetoslowdown,itdoesnotnecessarilymeanthatwecutitimmediately.We
prioritizebasedonhowslowitis,takeacloserlookatwhy,andthenseehowitcanbe
optimized.
Ifthistechniqueisusefulforfiguringoutwhattooptimize,wecan
certainlybenefitfromanalyticstohelpusimprovetheuserexperienceofourtools.
HOWDOPEOPLEBENEFITFROMANIMPROVED
Users
If20userssave100man-months,thattheoreticallytranslatestoanextrafivemonthsper
person.Thinkabouthowmuchmorepolishoneperson
coulddoinfivemonths.Inaddition,savingtimecanhelpwithsomethingelsethatisall
toocommoningamedevelopment:overtime.Itwouldbe
greatifsavingtimeresultedinusersbeingabletoworkfivedaysaweekandgohome
before6:00tohavetimetothemselves,ortoseetheirfamily,whilestillbeingableto
deliveragamewithahighlevelofquality.
Stakeholders
Forthepeoplewhomandatethetools,improvingtheuserexperienceto
savetimeandmoneyisabusinessdecision.Ifwecancreatecontentforourgamesmore
efficiently,andrampupnewteammembersfaster,then
wecanallocateresourcesmoreeffectivelytomakeabettergame.
WelcometoDesigningtheUserExperienceofGameDevelopmentTools◾13
Inaddition,theprocesspresentedinthisbookcangiveeveryoneabettervisionofwhoisusingthetools,andwhatisgoingtobebuiltbeforewebuildit.This
helpstoreducerisk,givingstakeholderstheabilitytomakebetterdecisions.
Developers
Fordevelopers,therearemultiplebenefits.Oneofthemostimportant
benefitsisnotsomuchaboutimprovingtheuserexperience,butthetoolsdevelopment
processitself.Inthisbook,wewilllearnaboutunderstandingwhattheusersneed,
applyingguidelines,andgettingaclearerpictureofwhatthetoolwillbebeforewritinga
singlelineofcode.Alloftheseconceptsandtechniqueshelptostreamlinethetools
developmentprocess.
Finally,toolsthatworkwellsurvivethetestoftime.Ifatoolisinefficientordifficultto
learn,peoplewillwanttoreplaceitatthefirstopportunity.Agooduserexperiencewill
helptoensurethatthetoolswehaveworkedsohardtocreateareusedtomakegreat
gamesforyearstocome.
FINDINGTHERIGHTBALANCE
Aswediscussedintheintroduction,toolsaremandated,created,and
usedbydifferentgroupsofpeoplewhoallhavevariousneeds.However,
whathappenswhentheneedsofonegroupareprioritizedovertheneeds
oftheothers?
Iftheneedsofthedevelopersareprioritized,thetoolcouldlosefocusonachievingthe
goalsofthebusiness(importanttothestakeholders)andcouldbedifficulttousefor
creatinggamecontent(importanttotheusers).
www.allitebooks.com
respected(importanttothedevelopers)andresources
couldbespentonfeaturesthatarenotimportanttocreatingthemain
contentforthegame(importanttothestakeholders).
Iftheneedsofthestakeholdersareprioritized,thetimetocreateasoftwarearchitecture
thatiseasytomaintaincouldbelimited(important
tothedevelopers)andthetoolcouldbeunstableandfrustratingtouse(importanttothe
users).
Foratooltobetrulysuccessful,theneedsofdevelopers,stakeholders,andusersmustallbeequallybalanced(seetheextremerightside
ofFigure1.8).OneofthebestwaystodothisisbyapplyingtheUserCenteredDesignprocess,whichiscoveredinthenextchapter.
14◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE1.8Finding
therightbalancebetweentheneedsoftheusers,stakeholders,anddevelopers.
WRAPPINGUP
Inthischapter,wereviewedafewcommondefinitionsof“userexperience,”andwelearnedthevalueofimprovingtheuserexperience.We
alsolearnedabouttheparallelsbetweenuserexperiencedesignandgamedevelopment,
andwediscussedhowdifferentgroupsofpeoplecanbenefitfromimprovingtheuser
experience,aswellaswhathappenswhenthe
needsofoneofthosegroupsisprioritizedoveranother.
Inthenextchapter,wewilllearnabouttheUser-CenteredDesignprocess,whichisattheheartofimprovingtheuserexperienceofgamedevelopmenttools.
Chapter2
TheUser-Centered
DesignProcess
WHATWILLWELEARNINTHISCHAPTER?
•WhatistheUser-CenteredDesignprocess?
•HowcanUser-CenteredDesignhelpustoachieveabetteruserexperiencefaster?
•Howcanpre-visualizationbeusedtoimprovetheuserexperience?
•HowcanweintegratetheUser-CenteredDesignprocessinto
Agile(Scrum)?
•HowdowedealwithalackoftimetoimplementtheUser-Centered
WHATISTHEUSER-CENTEREDDESIGNPROCESS?
TheUser-CenteredDesignprocessisoneofthemostwidelyused
approachestouserexperiencedesign.Ithasbeenappliedinavarietyofdifferent
industriesformanyyears.Themajorityofthisbookisfocusedonguidingyouthrough
eachstepintheprocessand,alongtheway,presentingconceptsandtechniquesthatcan
beusedtoimprovetheuserexperienceofgamedevelopmenttools.
ThemostimportantconcepttounderstandabouttheUser-Centered
Designprocessisthatitisnotamagicsolution.Thereisno“secretsauce”
thatwillprovideimmediateresults,anditisnota“shinycoatofpaint”
15
16◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE2.1Iterative
improvementstotheiPodClassicscroll-wheelacrossseveralgenerations.
thatcanbeappliedattheendofdevelopment.Itisaniterativeprocess.
Comparingthefirstfewgenerationsofthescroll-wheelontheAppleiPod(seeFigure
2.1)remindsusthatevenverypopularproductstaketimeandsometimesseveraliterations
togetitright…andeventhen,theycan
alwaysbeimproved.
ByapplyingtheUser-CenteredDesignprocess,weacceptthatwemay
notgetitrightthefirsttime.However,witheachquickiteration,wewillanalyzethetool
tofindproblems,makeimprovementstothedesign,and
evaluateitwiththeuserstoconfirmthatwearegoingintherightdirection.
THEPHASESOFTHEUSER-CENTEREDDESIGNPROCESS
“Itisashiftinattitudefromdesigningforuserstooneofdesigningwithusers.”
ELIZABETHSANDERS(EMPHASISADDED)
User-CenteredDesignisaniterativeprocessthatrevolvesaroundthe
users.Therefore,itshouldcomeasnosurprisethattheusersareatthecenterofthe
process(seeFigure2.2).Everythingthatwedoisdoneoutofconsiderationfortheusers.
FIGURE2.2EachphaseoftheUser-CenteredDesignprocessrevolvesaroundtheusers.
TheUser-CenteredDesignProcess◾17
Therearemanydifferentversionsofthisprocessusedinuserexperiencedesign,suchastheISO9241-210ISOstandardforhuman–computer
interaction.*Wewilluseasimpleandstraightforwardprocessforthepurposesofthis
book,madeupofthefollowingphases:Analysis,Design,
Analysis
Thisphase,whichiscoveredinChapter4,isallaboutexamininghow
peopleusethetools.Wewilllearntheimportanceofwatchinguserswork,asopposedto
relyingonlyonfocusgroups,surveys,orsimplyaskingtheuserstotellushowtheythink
thattheywork.Wewillalsolearnhowthebrainprocessesactionsandmentalloads,
whichwillhelpusfindwaystomakethetoolsbetterfortheusers.
Throughavarietyoftechniques,wewilllearnhowtoobserveand
interpretthewayinwhichpeopleusethetools.Wearenotlookingfor
solutionsatthistime;weareonlyfocusingonidentifyingproblems(seeFigure2.3).
Design
Thereisanoldsayinginthefieldofuserexperience:“Designwithoutconstraintsisjust
art.”OneofthemostimportantoutputsoftheAnalysisphaseistoprovideuswiththose
constraints,sothatwecanusethemtochoosewhattoimproveduringtheDesignphase.
Inthisphase,beginninginChapter5,wewilllearnanumberofconceptsandtechniques
thatwe
canusetoimprovethedesign(seeFigure2.4).
FIGURE2.3TheAnalysisphaseoftheUser-CenteredDesignprocess.
*FormoreontheISO9241-210standard,visitthewebsitehttp://www.iso.org/iso/
catalogue_detail.
htm?csnumber=52075.
18◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE2.4The
DesignphaseoftheUser-CenteredDesignprocess.
Evaluation
Finally,wecanmoveontotheEvaluationphase,whichiscoveredin
Chapter6.Here,wewilllearnwhataheuristicevaluationis.Wewillalsolearnhowto
buildatestplan,whichwillallowustodetermineifthe
changestothedesignareimprovingtheuserexperience.Wewillalso
determinewhenitisappropriatetogostraighttocodeortouseprevisualizationtechniquessuchassketchingandprototypes(seeFigure2.5).
BacktoAnalysis
Finally,westartoveragainattheAnalysisphase.Remember,thegoal
isquickandconstantiteration.Wecan—andmostlikelywill—move
backandfortharoundtheloop.Itisquitecommontomovebetweenthe
AnalysisandDesignphasesafewtimesbeforegoingontotheEvaluationphase.Thereis
nowrongwaysolongasweareconstantlyiteratingand
FIGURE2.5TheEvaluationphaseoftheUser-CenteredDesignprocess.
TheUser-CenteredDesignProcess◾19
FIGURE2.6ReturningbacktotheAnalysisphase.
THEPOWEROFPRE-VISUALIZATION
OneofthemostpowerfulaspectsoftheUser-CenteredDesignprocessisprevisualization,whichallowsustolearnmoreabouttheuserexperiencebeforewewriteany
code.Thishelpstoensurethatthetimespentdevelopingthetoolsisasefficientas
possible.
Thedecisiontoinvestinthesepre-visualizationtechniquesdepends
onavarietyoffactors:howcomplexthechangeis,theprogramming
resourcesthatareavailableatthetime,andsoon.WewilldiscussthisinChapter6.
Jeff’sBlockofWood
Inthemid-1990s,electronicpocketorganizersweregaininginpopularity.
Thesedeviceswereportablecomputersdesignedtoreplaceyouraddress
book,calendar,andnotepad.Theproblemwasthatmostoftheirfeatureswerebadly
implemented,andsomeweretoobigtodeservetheterm“pocket.”
JeffHawkinswasoneofthefoundingmembersofPalm,andhedecided
tochangethat.Heandhisteamstartedworkingonapocket-sizedpersonalorganizerthathadalimitedfeatureset.Throughobservationand
analysis,Hawkinsidentifiedasmallsetoffeaturesthathefeltmostpeoplewanteda
pocketorganizertodoreallywell.
Gettingtherightsizeandformfactorforadevicethatfitsinyourpocketisnoteasy.
Whenitcomestohardware,youcannotmakeachangeafter
adevicecomesofftheassemblyline.Gettingitwrongcanbedisastrous.
Palmdidnothaveunlimitedresourcestofabricateprototypes.
OnedayJeffcameintoworkwithawoodblocksmallenoughtobeheld
inonehand.Inameeting,hetookoutthewoodblockoutandstartedtappingonit.The
nextday,hecameinwithanotherwoodblockthatwasa
20◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE2.7A
prototypeofthefirstPalmPilot,createdbyJeffHawkins.©MarkRichards.Courtesyof
theComputerHistoryMuseum.
slightlydifferentsize.Approachingagroupofpeoplehavingadiscussion,hetookoutthe
woodblockandpretendedtoentersomeone’sinformation
intoanaddressbook.Thedayafterthat,hecameinwithaslightlysmaller,butthicker
woodblock.Aftermakingplanstomeetsomeone,hetookout
thewoodblockandpretendedtoenteranewmeetinginhiscalendar(seeFigure2.7).
Hadhelosthismind?No,quitetheopposite.*Jeffwasworkingonfindingtherightsizeandformfactorearlyonintheprocess,inaninexpensiveandfastway.
Insteadofgoingstraighttomanufacturingwithadesignthatwasuntested,hefoundaway
totryoutdifferentoptionsinsituationssimilartothosewheretherealdevicewouldbe
used.Overtime,heiteratedonthewoodblockstocreateprototypesthatwereincreasingly
sophisticated,completewithaninterfaceprintedonpaperandastylusmadefroma
chopstick.Whenhehadarrivedataformfactorthatfeltright,hewasabletousethe
prototypestohelppeopleunderstandhisvision.Allofthisworkcontributedtotherelease
ofthefirstPalmPilot,adevicethatwould
*Infact,JeffHawkinsknowsathingortwoaboutthemind.Inadditiontobeinga
brilliantinnova-tor,Jeffalsohasadeepunderstandingofthebrain.In2004,hewrotea
bookabouthowwethink,titledOnInteligence.Knowinghowthebrainworksisuseful
informationwhenyouaredesigningforpeople.
TheUser-CenteredDesignProcess◾21
outsellthecompetition,spawnalonglistofimitators,andultimatelyhaveahugeimpact
ontheworldofportableelectronics.
Theimportantlessonthatwecanlearnfromthisisthatwhenresources
everyonetohaveasharedvisionofwhatthetoolwillbe,
andunderstandhowitwillbeusedincontext,beforeyoustartinvestingresourcesin
development.
GettingtheDesignRightandtheRightDesign
Whencreatingafeatureforatool,itisoftenconsideredprohibitivetobuildafew
alternativesinanefforttopickthebestoption.However,thelong-termcostofgettingthe
featurewrongcanbemuchhigherthantakingthetimetocreateafewalternatives!Bill
BuxtonsummarizesthisperfectlyinthesubtitleofhisbookSketchingUserExperiences:
“GettingtheDesignRightandtheRightDesign.”Itisonethingtogetthedesignright,
butmakesureyouaredoingtherightdesigninthefirstplace.
WhileitistruethatJeff’swoodblocksdidnothavethefunctionality
ofarealPalmPilot,itwasenoughtohelphimfailearlyandofteninaquickand
inexpensiveway.Oncehehadlearnedallthathecouldfrom
thatprototype,hewasabletoshareitwithotherpeopleandmoveontomore
sophisticatedprototypes.Pre-visualizationcanhelpusdothesameforourgame
developmenttools.
HavingtheSameVision
Ifyouhaveworkedingamedevelopmentlongenough,youmaybefamiliarwiththissituation:developersandusersaregatheredinameeting
room,discussinghowatoolwillwork.Userstalkaboutwhattheyneed,
anddevelopersaskquestions.Wheneveryoneagreesonwhattodo,an
e-mailissentoutwithbullet-pointsthatsummarizethedecisions.Thedevelopersmake
changestothetool,andafewdayslater,theusersgettheirhandsonit.Thefirstreaction
fromtheusersis,“Thisisn’twhatweaskedfor!”Frustrated,thedevelopersreply,“Itis!
It’swrittenrighthereinthee-mail!”Whenthestakeholdersfindoutaboutthesituation,
theysay,
“Whyaretheusersunabletoproducethecontentweneedforthegame?
Whyarethedeveloperssayingtheyneedmoretimetomakechangesto
thetool?”Ifwedonotvisualizewhatweintendtobuild,therewillalwaysberoomfor
interpretationandmisunderstanding.
Forexample,considerthewordLetters(leftsideofFigure2.8).Ifyouweretocloseyour
eyesandvisualizewhatthatwordmeanstoyou,
22◾DesigningtheUserExperienceofGameDevelopmentToolsLetters
FIGURE2.8Withoutvisualization,awordcanbeinterpretedindifferentways.
whatwouldyousee?Astackofpaperlettersinenvelopesorlettersof
thealphabet?
developmenttool,weneedtovisualizethemeaningofourwords.Ifwedonot,thereisa
goodchancethatwearenottalkingaboutthesamething.
GETTINGTOABETTERUSEREXPERIENCEFASTER
StartingCloser
Ifwecouldtrackthedevelopmentofatoolonalineartimegraph,itmightlook
somethingliketheleftsideofFigure2.9.Thebottomrepresentstime,andtheleftside
representsthetargetzoneforauserexperiencethatisoptimallyusable,useful,and
desirable.Ourgoalistohitthatzoneascloselyaspossible.*
Whenwedonotdesignfortherightusersorfullyunderstandtheir
goals,westartfarawayfromthetargetzone(representedbythetriangleontherightside
ofFigure2.9).
012345678
012345678
FIGURE2.9Startingfarfromthetargetzoneincreasesthetimeittakestoachievean
improveduserexperience.
*ThebookEffectiveUIbyAnderson,McRee,Wilson,etal.usesaverysimilargraphto
comparetheslowiterationofthewaterfallprocessversusthefastiterationofAgile.
TheUser-CenteredDesignProcess◾23
012345678
012345678
FIGURE2.10Startingclosertothetargetzonemeansthatittakeslesstimetoachievean
improveduserexperience,evenifyoutakeintoaccountthetimespentintheUserCenteredDesignprocess.
However,ifweinvestintheAnalysisphaseoftheUser-CenteredDesignprocess,we
startcloser.Thismeansthathittingthetargetzonetakeslesstime(representedbythe
circleontheleftsideofFigure2.10).Evenifwestartalittlebitlaterbecausewehave
chosentoinvesttimeintheAnalysisphase,wewillstillhaveabetterchanceofhitting
ourtargetzonefaster(seetherightsideofFigure2.10)becauseweknowwhatweare
buildingandwhowearebuildingitfor.
Small,FrequentIterations
Whenwedonotgetfeedbackfromtheusersonaregularbasis,everyiterationcanresult
inbig,time-consumingchanges.Eachversionattemptstorealignthetooltoaddresswhat
theusersneed,andthedegreeofsuccesscanvarywildly(seetheleftsideofFigure2.11).
Bycomparison,theUser-CenteredDesignprocessemphasizesshort,
frequentrepetitionsoftheiterationloop:analyzethesituation,designone012345678
012345678
faster,andwithmoreconfidence.
24◾DesigningtheUserExperienceofGameDevelopmentToolsormorefocused
improvements,andthenevaluatetheimpactontheuser
experience.Validatingthetoolwiththeusersonaregularbasismakesforsmaller,more
concentratedadjustments(seetherightsideofFigure2.11).
Thishelpstoachievethegoalofanidealuserexperiencemorequickly
andefficiently.
INTEGRATINGTHEUSER-CENTERED
DESIGNPROCESSINTOAGILE
Emphasizingshort,rapiditerationswillfeelfamiliartothosewhoworkwiththeScrum
frameworkoftheAgilesoftwaredevelopmentprocess.
However,despitethesimilaritiesbetweenAgileandtheUser-Centered
Designprocess,itmaynotbeimmediatelyapparenthowtointegrate
thetwo.
BeforeJoiningtheSprint
Atthebeginningoftheproject,itisnormaltospendabitoftimegatheringinformation
aboutwhothestakeholdersandusersarebeforegoing
throughthephasesofAnalysis,Design,andEvaluation.*Afrequentreactiontothisis,
“Whatdothedevelopersdowhilethatishappening?”Thefactisthattherewillalwaysbe
programmingtasksthatcanbedoneduringthistime,suchasworkontheback-end,
technicalinvestigations,orotherthingsthatwillnotaffecttheuserinterface.
LinkingtotheSprint
OneoftheadvantagesofgoingthrougheachphaseoftheUser-Centered
Designprocesswithinasinglesprintisthatitforcessmallchangeandrapiditeration.
Hereishoweachofthephasescanbeintegrated.
IterationLoop
Onceyouhaveaplan,youcansetdeadlinesfortheAnalysis,Design,andEvaluation
phaseswithinthesprint.Forexample,ifthesprintlaststwoorthreeweeks—acommon
lengthformanyteams—youcansetadeadline
tocompletetheAnalysisphasebeforethefirstthird,theDesignphase
beforethesecondthird,andfinally,theEvaluationphasebeforetheendofthesprint(see
Figure2.12).
*Intheirarticle“AdaptingUsabilityInvestigationsforAgileUser-CenteredDesign”for
theJournalofUsabilityStudies,authorsDesireeSyandLynnMillercallthis“Cycle0.”
Youcanreadithere:http://www.upassoc.org/upa_publications/jus/2007may/agileucd.pdf.
A
B
FIGURE2.12IntegratingtheUser-CenteredDesignprocesswithinasinglesprint.
A
B
C
FIGURE2.13IntegratingtheUser-CenteredDesignprocessacrossseveralsprints.
MoreComplexDesigns
Inthecaseofbigger,morecomplexfeaturesthattakemorethanaweek
todesign,thereareotherapproachestointegratingtheiterationloopintothesprint.
Oneapproachistopreparedesignsonesprintinadvance,anddedicate
anentiresprinttoimplementation.Forexample,considerFigure2.13,
whichshowsthreeconsecutivesprints.DuringsprintB,developersare
implementingthechangesfromthepreviousDesignphase.Meanwhile,
thepeopleinchargeoftheUser-CenteredDesignprocessdotheEvaluationphaseonthe
latestbuildofthetoolfromsprintA.Then,theylookattheresultsintheAnalysisphase.
Finally,changesareproposedintheDesignphaseanddeliveredrightbeforethestartof
sprintC,andthenthecycleshiftsaheadbyonesprint.
WHOHASTHETIMETODOALLOFTHIS?
Thisprocessmightseemlikealotofwork.Formany,thisisabigshiftawayfromhow
toolsdevelopmentistraditionallydone.However,ifwe
agreethatthewaywehavebeenworkinginthepasthasresultedintoolswithabaduser
experience,perhapsitistimetotrysomethingdifferent.
Workingdifferentlywillrequireacultureshift,whichwewilldiscussinthefinalchapter.
Inaperfectworld,therewouldbeonepersonineachtoolsteamdrivingtheUser-CenteredDesignprocess.However,whenthatisnotpossible,theteammustworktogetherandtakeituponthemselvestoapply
26◾DesigningtheUserExperienceofGameDevelopmentToolstheseconceptsinan
efforttoshowthatimprovingtheuserexperienceisaworthyinvestment.
Ifyoustudiedobject-orientedprogramminginschool,youprobably
startedbycreatingclassdiagrams.Ifyoustudied3Dmodeling,youprobablystartedby
usingafrontandsidereferencedrawing.Afterafewyearsofprogramming,younolonger
neededtocreateaclassdiagramforeverysingleclass,andyounolongerneededfrontand
sidereferencestocreateeverysinglemodel.Theywereusefultoolsintheearlydays,but
applyingtheconceptsandtechniqueswithoutneedingaguide.
ThatishowyoucanapplytheUser-CenteredDesignprocesspresented
inthisbook.Startbyusingitasaguide.Onceyouhaveappliedtheprincipleslong
enough,itwillnaturallybecomepartofyourdevelopment
process.Thatiswhenyouwillbegintoseebigimprovementstotheuserexperienceof
yourtools.
WRAPPINGUP
Inthischapter,welearnedabouttheUser-CenteredDesignprocessand
howitcanhelpusachieveabetteruserexperience.Wealsolearnedhowpre-visualization
canbeusedincertainsituationstohelpusimproveourdesignandalloweveryone
involvedtohavethesamevisionofwhatwearegoingtobuild.Finally,wediscussedhow
theUser-CenteredDesignprocesscanbeintegratedintoAgileandhowtojustifythetime
andresources.
Inthenextchapter,wewilllearnwhatitmeanstobe“User-Centered,”
whichisoneofthemostimportantaspectsofimprovingtheuserexperienceofgamedevelopmenttools.
Chapter3
WhatDoesItMeantoBe
“User-Centered”?
WHATWILLWELEARNINTHISCHAPTER?
•Theimportanceofstartingwiththeusers
•Howtofocusontherightusers
•Understandingthedifferencebetweenfeaturesandgoals
•Doingonethingreallywell
•Whyitisimportanttochoosetherightfeatures
STARTWITHTHEUSERS
“You’vegottostartwiththecustomerexperienceandworkback
towardthetechnology—nottheotherwayaround.”
—STEVEJOBS
Thatstatement,madein1996bythelateCEOofApplewhilehe
washostinganopenquestion-and-answersession,*woulddefinea
newdirectionforthecompany.Itwouldalsotaketheirsharesfromthe
rockbottompriceoffourdolarstoover600dolarsinalittleoveradecade.
www.allitebooks.com
Innovation,”
https://www.youtube.com/watch?v=1SIeTmORl0E.
27
28◾DesigningtheUserExperienceofGameDevelopmentToolsGoogleclearlyseems
tosharethismindset.Onthecorporatesectionof
theirwebpagethatliststheirphilosophies,onereads“Focusontheuserandallelsewill
follow.”*Thatmentalityhasalsohelpedtakethemfromasmallstart-uptotheworld
leaderinsearch.
WeAreNottheUsers
Ifyouareinvolvedinthecreationofgamedevelopmenttools,takeaminutetoask
yourselfthesequestions:
•Whoarethepeopleusingthetoolstoproducefinalcontentfor
thegame?
•Whousesthetoolsallday(andevenlateintothenight)?
•Whosejobdependsonhowwelltheycanusethetools?
Ifyouarereferringtosoftwareusedtoprogramgamedevelopmenttools
(suchasMicrosoftVisualStudio,Eclipse,andAppleXcode)ordesign
theinterfacesforgamedevelopmenttools(suchasAdobePhotoshop,
MicrosoftExpressionBlend,andQtDesigner),thentheanswerisyou.
However,ifyouaretalkingaboutanythingelse,thenthereisonlyone
answer:theusers!
Oneofthebiggestmistakesthatwemakeasgametoolsdevelopersis
creatingtoolswithoutfirstunderstandingthepeoplewhousethem.We
canassumethatweknowthegoalsoftheusersandthecontextinwhich
theyusethetools.Someofusmaynotseethisasaproblembecausewe
haveworkedthiswayforyears.†Changingthisviewisoneofthefirst
stepsontheroadtoimprovingtheuserexperienceofourgamedevelopmenttools.
Weneedtoacceptthatwedonotalwaysknowtheanswerstothese
questions.Furthermore,weneedtomakeitpartofourjobtofindout—
evenifwehavemanyyearsofexperienceintheindustry,evenifwehavepreviously
workedinthesameposition,orevenifwehaveagoodrelationshipwithsomeonewho
doesnow.Ouropinion,orthatofoneortwo
majorityofthegame’scontent.
*ThiscomesfromtheGooglecompanyphilosophypage,“TenThingsWeKnowtoBe
True,”http://
www.google.ca/about/company/philosophy/.
†Includingmyself!
WhatDoesItMeantoBe“User-Centered”?◾29
Whenwelearnabouttheusers,wemustalsosharewhatwehave
learnedwitheveryoneinvolvedinthedevelopmentofthetool.Ifeveryonesharesthe
samevisionofwhomatoolisbeingdevelopedfor,theyarebetterpreparedtoworkasa
teamtobuildagreatuserexperience.
WhatHappensWhenWeDoNotKnow
WhomWeAreDesigningFor?
Whenwedonotknowwhomatoolisfor,weendupcreatingatoolfor
everyone.Thereisanoldsayingaboutthat:“Whenyoutrytopleaseeveryone,youplease
noone.”
Whatdoesthatmeaninthecontextofgamedevelopmenttools?
Considerthefollowingscenario:Threepeopleareworkingtogetherto
createagamedevelopmenttool.Basedontheirownexperiences,eachonehasadifferent
viewofwhousesthetool,whattheyneed,andhowtheyuseit.Theydonothaveashared
visionofwhomtheyarebuildingfor.Theycombinetheirideastogetherintoonebiglist
offeatures.
Thefirstpersonaddsafewinitialfeatures(leftsideofFigure3.1).Then,thesecond
personaddsafewmorefeatures,becausetheyhaveadifferentviewofwhattheusers
need(middleofFigure3.1).Finally,thethirdpersonaddsmorefeaturesaswell,basedon
theirviewofwhattheusersneed(rightsideofFigure3.1).
Onceyouseethis,youbegintounderstandwhysomeuserssaythat
theirgamedevelopmenttoolsareoverlycomplicatedanddifficulttolearn!
DocumentationIsNottheMagicSolution
Itmightseemlogicaltoexpectuserstoreadthedocumentationbefore
sayingthattoolishardtounderstand.Thatwouldbetrue,ifthedocumentationisupto
date,orifitevenexists.Whenitdoesexist,howmanypeopleactuallyreaditendtoend?
Oftenitisthetechnicaldirectors,technicalartists,andtoolsdeveloperswhoactasthe
documentation.TheyarealsoaFIGURE3.1Tryingtocreateaninterfaceto“please
everyone”usuallyresultsinaninterfacethatwill“pleasenoone.”
30◾DesigningtheUserExperienceofGameDevelopmentToolssinglepointoffailure
(WhatiftheyarerunoverbyaWarthogtomorrow?).
howtousethetools,theyhavelesstimetosolveotherbigproblems.
Ausermanualisimportantandshouldbecreatedandmaintainedif
theresourcesareavailable,butwealsoneedtodoourbesttocreatetoolswherethebasic
functionalityiseasytolearnwithoutrequiringtheusertoreadamanual.
StoptheCultureof“RTFM”
Onthetopicofmanuals,oneofthebiggestchallengestoimprovingthe
userexperienceofgamedevelopmenttoolsisthecultureof“RTFM”:
blamingtheuserwhentheydosomethingwrong.Contentcreatorsare
goodatcreatingcontent.Thatisalreadyaverybigresponsibilityandcantakeyearsof
hardwork!Notonlyisitunrealisticforustoexpecttheuserstounderstandeverything
technicalrelatedtogamedevelopment,itcan
alsobeseenashostile.Thishurtscommunicationandteamwork.Instead
ofblamingtheusersorexpectingthemtobecomesomethingthattheyarenot,weneedto
startunderstandingthem.
FOCUSONTHERIGHTUSERS
Aswelearnedearlier,whenwetrytopleaseeveryone,wepleasenoone.
However,theoppositecanalsobetrue:itcanbeproblematictodesignforonlyoneortwo
people.*
Inthecaseofatoolthatismadetobeusedbyalotofuserswithminimaltechnical
knowledge,designingforoneortwopeoplewhoarehighly
technicalanddonotusethetoolsveryoftencanmakethissituationworse.
Forexample,considerthatalloftheusersofatoolarespreadamongthefollowingtwo
axes:technicalknowledgeandfrequencyofuse(seetheleftsideofFigure3.2).Ifweonly
talktotheusersintheupperleftwhoaremoretechnicalanddonotusethetoolveryoften
(forexample,tosetupapipelineortrainanewuser),wearemissingtheopinionsofa
largepercentageoftheuserbase.
Thekeyistoworkwithenoughuserssoweknowthemajorityofthe
users’needs(highlightedareaontherightofFigure3.2)andtoworkwithuserswho
representthemixofpeopleusingthetool(highlightedareaontheleftofFigure3.2),so
wearenottryingtopleaseeveryoneatonce.
*MalcolmGladwelldiscussesthiseffect,knownastheinvertedU-curve,inhisbook
David&Goliath:Underdogs,Misfits,andtheArtofBattlingGiants.
WhatDoesItMeantoBe“User-Centered”?◾31
Moretechnical
More
Less
More
ec
frequent
frequent
EffsLes
Varietyofusers
Lesstechnical
FIGURE3.2Focusingontherightusers:findingtherightbalance.
MinimalInvestmentforMaximumResults
Earlier,wespokeaboutthebenefitsofsaving20minutesper8-hourdayfor20users.Let
usimaginethatinsteadwefoundawaytosave30minutesaday.Thissoundslikeagreat
improvement.However,theimpactchangesifthatsavingsisonlyforfiveusers,instead
of20.Alternatively,imagineifthoseusersactuallyusethetoolonlytwohoursperday,
insteadofalleighthoursperday.Tomakemattersworse,ifoursavingsof30minutes
comesfromtheimplementationofacomplexnewfeaturethatonlyfivepeople
use,wehavealsospentalotoftimeandmoneyondevelopment.Thisisalose/lose
scenario(seetheleftsideofFigure3.3).
Wecanalsoimagineanotherscenariowherewesavetimefor50users.
Thissoundslikewearehelpingalargenumberofpeople!However,becausewetriedto
pleaseeveryone,wespentalotoftimeimplementingtoomanyfeaturesanddidnothave
thetimetooptimizethem.Asaresult,weonlysaveeachuseroneminuteperday.Even
thoughitseemsthatwearemakingthingsbetter,wearesavinglessoverall(seethe
middleofFigure3.3).
Spent
Saved
FIGURE3.3Howfocusingontherightuserscanmaximizetheimprovementtotheuser
experience,foraminimalinvestment.
32◾DesigningtheUserExperienceofGameDevelopmentToolsInstead,weneedtofind
thepeoplewhoareusingthetoolsforthemostnumberofhoursinthedayandfocuson
deliveringafocusedfeaturesetthatsatisfiestheirneeds(seetherightsideofFigure3.3).
Thiswillgiveusthemaximumresultsfortheminimuminvestment.
We’reNotGoingtoMakeEveryoneHappy
Itisimportanttokeepinmindthatwearenotgoingtomakeeveryone
happy.Wehavetolookatthebigpicture.Wearegoingtomakethemostfrequentusers
moreproductive.Thatwillresultinthebiggestimpactontheuserexperienceoverall.
FEATURESVERSUSGOALS
Ifyouhaveworkedinagametoolsdevelopmentteam,atsomepointyou
haveheardsomeonesay,“Whydon’ttheusersknowwhattheywant?Why
can’ttheyjusttellus?”Inaddition,youmaybefamiliarwiththeperceptionthatwhena
userisaskediftheywantafeature,ninetimesoutoftentheywillsayyes,regardlessof
thepriorityorusefulness.
Bothofthesesituationshighlighttheproblemsthatoccurwhenwe
focusonfeaturesinsteadofusergoals.Oneimportantpointthatweneedtounderstandis
this:itisnottheuser’sjobtodesigntheuserinterface.
However,itistheirjobtobeabletotelluswhattheirgoalsare!
SwissArmyKnifeComparedtoScissors
Tounderstandthisbetter,letusconsidertwocommontools:aSwissarmyknifeandpair
ofscissors(seeFigure3.4).
TheSwissarmyknifeisagreatinvention.Hiddeninsidetheaverage
Swissarmyknifeisamultitudeoftools,fromsimplecuttingbladesto
FIGURE3.4Featuresversusgoals:comparingaSwissarmyknifetoscissors.
WhatDoesItMeantoBe“User-Centered”?◾33
corkscrews,mini-scissors,toothpicks,bottleopeners,andmore.Swiss
armyknivesdoalotofgreatstuff.Therearetwotrade-offs,though:First,becausethey
dosuchagreatvarietyofthings,theyarenotnecessarilyverygoodatanyonethingin
clearhowitworksatfirstglance,orthevarietyoftoolscontainedwithin.
Now,letuscomparethattoapairofscissors.Scissorsdoonethingreallywell:theycut
paper!However,theyarenotgoodatmuchelse.Ifweneededtoopenabottle,andallwe
hadwasapairofscissors,wewouldbeoutofluck.However,forcuttingpaper,scissors
arehardtobeat.UnliketheSwissarmyknife,however,theyaremuchmoreintuitive:The
twoholessuggestwhereweshouldplaceourfingers.Theycanonlymoveinoneaxis.
Theydonothidetheirfunctionality.Theyareneverinaspecific“mode.”
UnderstandWhattheUserIsTryingtoAccomplish
Howdoesthisrelatetofeaturesversusgoals?Thetruthisthatmanyofourtoolsresemble
theSwissarmyknife:theydomanythings,buttheytend
todothosethingsmoderatelywellfromtheuser’sperspective.Itisalsonotclearwhat
theydojustbylookingatthem.Thisisbecausewepack
themwithfeatureswithoutalwaysunderstandingwhatthemajorityof
theusers’goalsare.
Iftheuser’sgoalistocutapieceofpaperinhalf,andwegivethemtheoptionofeithera
Swissarmyknifeorapairofscissors,thescissorswouldbetheclearchoice.This
illustratestheimportanceofunderstandingtheuser’sgoals.Beforewestartadding
features,weneedtounderstandwhattheuseristryingtoaccomplish.Byknowingthis,
wecandesigntherighttoolforthetask.
AFasterHorse
Whenaskedabouttheinventionoftheautomobile,itiswidelybelieved
thatHenryFordsaid,“IfIhadaskedpeoplewhattheywanted,theywouldhavesaidfaster
horses!”Thisquoteisoftenusedtosuggestthatyoucannotcreateinnovativeproductsif
youasktheusersorstakeholderswhattheywant.
Asitturnsout,HenryFordneveractuallysaidthat.*However,hedid
saythis:“Ifthereisanyonesecretofsuccess,itliesintheabilitytogetthe
*Noreferencestothisquotecanbefoundinbooks,inwebsearches,andevenfromthe
historiansattheFordMuseum:http://blogs.hbr.org/2011/08/henry-ford-never-said-thefast/.
34◾DesigningtheUserExperienceofGameDevelopmentToolsotherperson’spointof
viewandseethingsfromthatperson’sangleaswellasfromyourown.”
Learningaboutpeopleandtheirgoalsisnotthesamethingasletting
themdesignthefeatures.Ifyouunderstandwhatpeopleneed,youareinamuchbetter
positiontoproposefeaturesthataddressthosegoals.
Inotherwords,theuseristhebestpersontotellyouthattheywanttogofrompointAto
pointB.Onceyouunderstandthat,youcansuggesta
fasterhorseoranautomobile.
“Gooddesignisaslittledesignaspossible.”
—DIETERRAMS
AnotherphilosophylistedontheGooglecompanywebpageisthis:“It’s
besttodoonethingreally,reallywell.”Googledecidedearlyonthattheirfocuswouldbe
search.Althoughtheywentontocreateavarietyofdifferentservices,searchhasalways
beenattheircore.Theyhavechosennottodosomeotherthingssothattheycanallocate
thenecessaryresources
tocontinueprovidingthebestsearchexperience.
BeingProudoftheThingsWeHaven’tDone
AnotheroneofthephilosophiesthattransformedAppleintoahugesuccessaftertheturnofthemillenniumwasfocusingonafewkeyproductsandfeatures.ThatattitudeisperfectlyrepresentedinthisquotefromSteveJobs:“I’m
asproudofthethingswehaven’tdoneasthethingswehavedone.”
Itisimportanttonotethatsaying“no”doesnotmean,“We’llneverdo
this.”Itmeans“notyet.”Knowingwhatnottodohelpsyouprioritize.Oneofthebest
waystoknowwhatnottodoistoknowwhoyourusersareandwhattheyneed.
Weareoftenoverwhelmedbythenumberoffeaturesthatwefeelmust
beaddedtoatool.Thereisneverenoughtimetoaddeverything,andtheprioritiesare
alwayschanging.However,ifweareaskingourselves,“Howarewegoingtocreateallof
thesefeaturesbeforethedeadline?”perhapswearenotaskingtherightquestion.Instead,
perhapsweshouldstartbyaskingourselves,“Arethesetherightfeatures?”
ThismentalityisalsoreflectedinanotherquotefromMr.Jobs,this
timewhilespeakingatWWDC1997:“Thelineofcodethatisthefastest
WhatDoesItMeantoBe“User-Centered”?◾35
towrite,thatneverbreaks,thatneverneedsmaintenance,isthelinethatyouneverhaveto
write.”
TheMonkeysandtheBanana
Wehaveatendencytosupportfeaturessimplybecausewehavealways
doneso.Ifwehavebuiltorusedatoolinthepastwithacertainlistoffeatures,andit
workedfortheusersatthetime,weassumethatweneedthosefeatures.
Thisbehaviorissimilartothestoryofthemonkeysandthebanana
(seeFigure3.5).Imaginethattherearethreemonkeysinaroom.Atonepoint,abananais
placedintheroom.Oneofthemonkeyswalksoverto
thebananaandpicksitup.Atthatmoment,adoorontheceilingopens
andabucketofwaterisdumpedontheothertwomonkeysintheroom.
ishappilymunchingaway.Naturally,theothermonkeys—now,soaking
wet—arenotthrilled.
Later,anotherbananaisplacedintheroom.Thesamethinghappens:
oneofthemonkeystakesthebanana,andtheothermonkeysgetsoakingwet.Themonkeysstarttounderstandthatwhenonemonkeygetsthe
banana,theothermonkeysareinforabadtime.
Thenexttimeabananaisplacedintheroomandoneofthemonkeys
reachesforit,theothermonkeysbeathimupbeforehecangettoit.Soonenough,allof
themonkeysareafraidofgoingnearthebananas.
Now,imaginethatwetakeoneofthemonkeysoutoftheroomand
replaceitwithanotheronewhohasneverbeenintheroombefore.When
abananaisplacedintheroom,thenewmonkeywillnaturallyattempttogetit.Thisis
whentheothermonkeys,knowingwhatwillhappentothem,pileonthenewmonkeyand
beathimup.Thenewmonkeyisterrifiedand
doesnotunderstandwhytheothersaresoangry!
Overtime,imaginethatwereplaceallofthemonkeysintheroomso
thatalloftheoriginalmonkeysaregone.Themonkeysintheroomknow
FIGURE3.5Theanalogyofthemonkeysandthebanana.
36◾DesigningtheUserExperienceofGameDevelopmentToolsthattheruleis“Noone
goesnearthebananas,”buttheydonotknow
why.Thatisjustthewayitis.
Thisiswhywesometimesaddfeaturesordesigntoolsinacertainway
withoutquestioningit:“We’vejustalwaysdoneitthisway.”However,wehavetoask
ourselves,areallofthosefeaturesnecessary?
CHOOSETHERIGHTFEATURES
Tounderstandwhatisnecessary,weneedtounderstandtheneedsofthe
peopleusingthetools.Ifwedonotdothis,wemayenduptryingtodelivertoomuchat
onceorworkonthingsthattheusersdonotneedrightaway.
Allofthisleavesuswithlesstimetocreateagreatuserexperienceforthethingsthatthe
usersreallydoneed.
LessofWhatYouDon’tNeed,MoreofWhatYouDo
Intheearly2000s,laptopmakerswerestrugglingtofindwaystomake
theirlaptopslighterwhilestillpackinginallofthecommoncomponents,suchasadisc
drive.Theyneverquestionedthediscdrive,because“we’vejustalwaysdoneitthisway.”
stillusediscdrivesonaregularbasis.Asaresult,theystartedphasingoutdiscdriveson
alloftheirdevices.Now,ifyouabsolutelyneedadiscdrive,youbuyanexternalone.
Thisfocushasnotonlyallowedthemtomaketheirlaptopslighterthan
thecompetition(seeFigure3.6),buttheywereabletofillupsomeofthatextraspacewith
alargerbattery.Theydeterminedthatincreasedbatterylifeisafeaturethatpeoplefind
morecompellingthanhavingadiscdrive.
AsisthecasewithotherdisruptivedecisionsthatApplehasmade,wenowseeother
companiesfollowingtheirleadandremovingdiscdrivesinfavoroflargerbatteries.
Beforeyoudecidewhattoworkonfirst,makecertainthatallofthefeaturesareusefulfor
themajorityofusersandthereforeimportantenoughtojustifyyourefforts.Ifyour
scheduletreatsfeaturesthatwillbeusefulfor80percentofusersequaltothosemadefor
oneortwoexpertusers,*
thenperhapsthoseprioritiesneedtobechallenged.
*Aslongasthefeatureisnotakeyelementrelatedtosettingupapipeline,whichcould
resultinabottleneckfortherestofthecontentcreators.
WhatDoesItMeantoBe“User-Centered”?◾37
FIGURE3.6Whileothermanufacturerswereconstrainedwiththeassumptionthatall
laptopsmusthaveadiscdrive(bottom),Appleobservedthatveryfewpeopleusedtheir
laptopdiscdrives,anddecidedtousethatspacetomakeathinnerlaptopwithbetter
batterylife(top).
MoreFeaturesDoNotMakeaBetterTool
TheAppleiPodisanotherexcellentexampleofthisphilosophy.Thebiggestcompetitortothethird-generationiPodwastheiRiverH300.Atthetime,iRiverwas
arisingstarintheMP3playermarket.TheirH300had
manyimpressivefeatures.Itsupportedalargenumberoffileformats:Notonlycouldit
playmusicfromMP3,WMA,andOGGfiles,butitcould
alsoplayvideosandviewpictures.IthadanFMtuner,twoheadphone
generationiPodcomparetothis?Itonlyplayedmusic.ItdidnothaveanFMtuner.Ithad
oneheadphonejack.Thedisplaywasblackand
white.TheiPodhadfewerfeatures,byfar.(SeeFigure3.7.)However,notonlydidthe
iPodoutselltheH300,italsooutsoldeveryotherMP3playeronthemarket.Perhapsmost
tellingisthefactthatveryfewpeopletalkaboutiRiverthesedays.
Video&images
FMtuner
Twoheadphonejacks
Voicerecording
Colordisplay
FIGURE3.7Thethird-generationiPod(left)comparedtotheiRivierH300
(right).
38◾DesigningtheUserExperienceofGameDevelopmentToolsComplexity
Complexity
Numberoffeatures
Numberoffeatures
FIGURE3.8Addingmorefeaturesincreasescomplexityexponentially.
HowdidAppledothis?SeveralfactorscontributedtothesuccessoftheiPod,butone
thingiscertain:itwasnotbyhavingmorefeatures.Applefocusedalltheirresourceson
therightfeatures,togivetheiPodthebestuserexperiencepossible.Productsthatchoose
therightfeatures,anddothemwell,areinamuchbetterpositiontosucceed.
ExponentialComplexity
Wemaybelievethataddingfeaturesmakesaproductmorecomplexina
linearfashion.However,thefactisthateachnewfeatureincreasescomplexity
exponentially.(SeeFigure3.8.)Thisisbecauseeveryfeaturewillbeusedincombination
withalloftheotherexistingfeatures,whichaddsanextradimensiontoallthosethatcame
beforeit.Thisiswhyitisoftheutmostimportancetochoosetherightfeatures,and
choosethemcarefully.
WRAPPINGUP
Inthischapter,wediscussedthevalueofincreasingtheinvolvementofusersinthe
developmentprocess.Wediscussedtheimportanceofaccept-ingthat—moreoftenthan
not—wearenottheusers,aswellasthedangersofnotknowingforwhomweare
designing.Wealsolearnedthatdocumentationisnotthemagicsolutionandwhyit’s
importanttostopthecultureof“RTFM.”Inaddition,welearnedhowfocusingonthe
rightusers
allowsustogetthemaximumresultsfromaminimalinvestment,accept-
www.allitebooks.com
betweenfeaturesandgoals,thefactthatmorefeaturesdonotmakeatoolbetter,andwhy
understandingthegoalsoftheuserscanhelpuschoosetherightfeatures.
Inthenextchapter,wewilllearnimportantconceptsandtechniquesthatwecanuseduringtheAnalysisphaseoftheUser-Centered
Designprocess.
Chapter4
Analysis
WHATWILLWELEARNINTHISCHAPTER?
Concepts
•Theimportanceofwatchinguserswork
•Introductiontohuman–computerinteraction
•Understandingthementalmodeloftheusers
Techniques
•Interviewingstakeholders
•Performingacontextualanalysis
•Howtocreateataskflow
•Howtodiscoverthementalmodelsoftheusers
•Establishinghowtomeasureimprovementstothetools
THEIMPORTANCEOFWATCHINGUSERSWORK
JakobNielsenisoneoftheprincipalsoftherespectedusabilityconsultancyNielsen
NormanGroup(ofwhichDonNormanisalsoaprincipal).
Oneofhismorefamousarticlesisontheimportanceofwatchingusers
work.Inhisarticle,hewrites,“Todiscoverwhichdesignsworkbest,
watchusersastheyattempttoperformtaskswiththeuserinterface.”*Itis
*Thefullarticlecanbefoundhere:http://www.nngroup.com/articles/first-rule-ofusability-dont-listen-to-users/.
39
40◾DesigningtheUserExperienceofGameDevelopmentToolsnotenoughtosimply
asktheusersabouthowtheyusethetool.Thereareaspectsoftheuser’sworldintheheat
ofproductionthatareimpossibletounderstandunlessyousitnexttothemandwatch
themwork.
TheLimitationsofMetricsandFocusGroups
Twoofthemostcommontechniquesthatwemayusetounderstandhow
basemuchofourtoolsdevelopmentdecisionsonthesetechniqueswithoutactuallysittingdownwiththeuserswatchingthemwork.Thiscan
haveseriousimplications.
Metricsareaquantitativetechniquethatmakeiteasiertogetinformationaboutalargenumberofpeople.Metricsareverygoodattellinguswhatishappening
butnotverygoodattellinguswhyitishappening.
Whenthemetricsreportthat90percentoftheusersneverclickaspecificbutton,wehave
noideawhytheyarenotclickingonit.Theusersmayhaveaverygoodreasonthatwe
cannotbeawareofunlesswewatchtheusers
work:forexample,theymaynotunderstandthelabel,orthebuttonmay
behiddenbehindanotherwindow.
Inafocusgroup,theloudestandmoreinfluentialpersonwillusuallybeheardabove
everyoneelse.Evenifmanyotherpeopleintheroomhaveanopinion,oractuallyusethe
toolmorehoursperweek,theirvoicesarenotheard.Furthermore,JakobNielsen’s
researchsuggeststhatwhatpeople
saytheydocomparedtowhattheyactuallydoisoftenquitedifferent.
Metricsandfocusgroupscanbegreatstartingpoints,buttheyshould
becomplementedbysittingdownwiththeusersandwatchingthemwork.
ProximitytotheUsers
Outsideofthegamesindustry,havingusersnearbythatyoucanwatch
isconsideredaluxury!Manycompaniesspendastronomicalamountsof
moneygettingaccesstouserssotheycanaskthemforfeedbackontheirproducts.They
maypayfortransportation,food,andevencashoragiftcardasincentiveforpeopleto
participate.Theymightalsopayanonlineservicetofindusersanddotheanalysisfor
them.
Gamedeveloperswhoworkinthesamebuildingastheirusersareat
ahugeadvantagetoimprovetheuserexperienceoftheirtools.Theycantalktotheirusers
onaregularbasisandhaveaverytightiterationloop.
Ifthisisyoursituation,youshouldmakethemostofitandsitascloseaspossibletothe
users.
Analysis◾41
Therearesomesituationswherethereareusersavailable,butthedevelopersdonothave
easyaccesstothem.Someexamplesofthisareifyou
workforamiddle-warecompany,ortheusersareinanotherbuildingorevenanother
country.Inthiscase,youcanuseremotecollaborationtoolssuchasWebEx,
GoToMeeting,andLiveMeeting.Theyprovidefeatures
thatmakeiteasiertotalktousersandgetfeedbackonyourtools.
Ifyouareanindependenttoolsdeveloper,youcantrytofinduserswiththerightprofilein
onlinechatforums,suchastheCGSocietyforumsorPolyCount.Manypeoplewho
participateinonlinecommunitieswould
jumpattheopportunitytotryoutanewtoolortogivetheiropiniononhowtheywould
useit.
UncoveringWork-Arounds
Watchingusersworkisalsoagreatwaytouncoverwork-arounds.After
usingatoolforalongtime,usersforgetthattheydocertainthingsautomatically,which
couldpotentiallyresultinreducedproductivity.The
storyofthemonkeysandthebananafromChapter3isaperfectexample
ofthisbehavior.
Whenyouseetheuserdoingsomethingthatseemslikeawork-around,
tryaskingthemwhy.Everytimeyouaskwhy,youdigdeeperintothe
rootoftheproblem.Forexample,imaginethisexchangebetweenyouand
auser:
User:“So,firstI’llchooseanewobjectfromthislist.BeforeIdothat,Ihavetopress
F5.”<userwaits>
You:“OK.Whilewe’rewaiting,canyoutellmewhyyoudothat?”
User:“Oh,pressingF5refreshesthelistsoIseeallofthelatestobjects.”
You:“Whydoyoudothat?”
User:“JustincasesomeoneaddedanewobjectsincethelasttimeIopenedthelist.”
You:“Whyarethenewobjectsnotaddedtothelistautomatically?”
User:“That’sagoodquestion.Idon’tknow…It’sjustalwaysbeenthatway!”
UnderstandingContext
Moreoftenthannot,toolsaremadetoworkwithothertools,andassetsarepassedaround
betweenmultipleusers.Becauseofthis,itisessentialtounderstandthecontextinwhich
thetoolsareused.Takingastepbackand42◾DesigningtheUserExperienceofGame
DevelopmentToolsseeingthebigpicturecanmakethedifferencebetweenabaduser
experienceandagoodone.
JeffHawkinsunderstoodthiswhileexperimentingwithhiswoodblock.
HelearnedsomeofthedifferentsituationsinwhichthePalmPilotwouldbeused:inthe
contextofameeting,atadiscussionaroundthewater-cooler,andwhenbumpinginto
someone.Hethoughtbeyondjustthe
interfaceofthedevice.HeunderstoodthatafterusingtheirPalmPilotstostore
information,peoplewouldwanttoreturntotheircomputersandbeabletoaccessthe
chargeandsynchronizeyourdevicewithyourcomputer,whichwascrucialtothesuccess
ofPalm.
Bybeingawareofcontext,Applewasabletothinkbeyondhowpeople
listentomusic,andunderstandhowpeoplewanttogetmusicontotheir
devices.ThisledtothecreationofiTunes,oneofthebiggestsellingpointsoftheiPodand
ahugesourceofincomeforApple.
TheinformationthatwelearnintheAnalysisphasecanbeinvaluable
forunderstandingcontext,whichcanhaveahugeimpactonimproving
theuserexperience.
WhatIstheProblemThatWeAreTryingtoSolve?
Inadditiontouncoveringwork-arounds,watchingusersworkalsohelps
ustoremembertheproblemthattoolwasoriginallymadetosolve.When
atoolhasbeenusedinproductionforawhile,wemaytrytofindsolutionsthatconform
totheexistinginterface.Thistunnelvisioncanhinderourabilitytoimprovetheuser
experience.
Forexample,imaginethatyouareworkingonashadercreationtoolfor
textureartists.Themajorityofbeginnerusersarehavingtroubleunderstandingthatwhen
theywanttransparency,theyneedtocheckthe“AlphaOn”checkboxontheshader
options.Inaddition,thecheckboxishidden
amongalonglistofvariablesintheOptionstabfortheshader.Ittakesseveralclicksto
enable,whichhurtstheefficiencyoftheusers.
Wemightthinkthatthesolutionwouldbetorenamethelabelfrom
“AlphaOn”to“EnableAlphaTransparency”soitisclearerforbeginners,ortoreducethe
numberofclicksrequiredtogettothecheckbox.Thesearebothgoodideas,butwemust
alwaysaskourselves,“Whatistheproblemthatwearetryingtosolve?”Ourgoalisnotto
makeabettercheckbox,oraclearerlabel.Whatwereallywanttodoismakeiteasierto
enablealphatransparencyontheshader!
Analysis◾43
Instead,wecouldautomaticallyactivatetransparencywhenthetexturemapinthediffuseinputhasanalphachannel.Thediffusetexture
needstohaveanalphachannelanyway!Thissolvestherealproblemand
ismuchmoreeffectivethanaclearerlabelorbettercheckboxplacement.
Furthermore,thisalsoresultsinonelesscheckboxforthetoolsdeveloperstomaintain,
andonelesscheckboxfortheusertolearn.
INTRODUCTIONTOHUMAN–COMPUTERINTERACTION
receiveaninput,processit,andthensendanoutput.Forexample,acomputerreceives
inputfromthemouse,calculateswhatshouldhappen,and
thendisplaystheresultonthemonitor(seetherightsideofFigure4.1,clockwisefrom
top).
Althoughwemaybefamiliarwiththecomputerside,noteveryone
understandswhatisgoingoninsidetheuser’sheadwhilewearewatchingthemwork.As
itturnsout,thehumansideisalmostamirrorimageof
thecomputerside:wereceiveaninput,weprocessit,andthenwesendanoutput.For
example,weseewhatisonthemonitor,wethinkaboutwhatitmeans,andthenweclick
themouse.Afterourmouseclickchangeswhat
weseeonthemonitor,westartbackatthebeginning(seetheleftsideofFigure4.1,
clockwisefrombottom).Thiscommunicationloopiscalled
thehuman–computerinteractionmodel,andunderstandingitiskeytoimprovingtheuser
experience.
Finally,inbetweenthehumanandthecomputeristheuserinterface
(seethemiddleofFigure4.1).Thequalityoftheinterfacedetermineshowgoodthe
interactionbetweenthehumanandthecomputerwillbe.
FIGURE4.1Thequalityoftheinteractionbetweentheuser(left)andthecomputer(right)
isdeterminedbytheinterface(middle).
44◾DesigningtheUserExperienceofGameDevelopmentToolsUnderstandingthe
ActionCycle
Thecommunicationlooponthehumansidecanbeboileddownto
threephases:“Look,”“Think,”and“Act.”Thisissometimescalledthe
“ActionCycle.”*
Imagineforamomentthatyouhadneverusedacomputermouse
before.Ifyouweretoldtomovethecursoronacomputerscreenusing
theLogitechMK710WirelessDesktopMouseforthefirsttime,youmight
startbylookingattheshapeofthemouse:alongtheleftside,thereisadeepgroove,and
thetophastwoshallowergrooves.Thenyoumightthinktoyourself,“IfIweretohold
thisobject,mythumbwouldfitintothatdeepgroove,andmyfingerswoulddrapeover
theshallowergrooves.ӠFinally,youwouldactbyplacingyourhandoverthemouseand
perhapsmoving
itabit.Finally,thecyclewouldstartbackfromthebeginning:lookatthescreen,and
thinktoyourself,“Whatchanged?Oh,thecursormoved!”
Withenoughexperience,younolongerneedtolookatthemousetosee
wherethegroovesare,orthinkaboutwhattheymean.Youspendalmost
allofyourtimeintheactphaseoftheactioncycle.Thefactthatthelookandthinkphases
arereducedmeansyoucanspendmoretimeacting,
resultinginincreasedefficiency(seeFigure4.2).
TheLogitechmousehasbeendesignedtobeeasytounderstandso
youcanstartusingitimmediately.However,notallcomputermiceare
designedthisway.Forinstance,considertheMadCatzR.A.T.mouse(seeFigure4.3).For
someonewhohasneverusedamousebefore,theshape
FIGURE4.2Thedesignofamousecanmakeiteasiertolearn,reducingthetimespentin
theActionCycle.
*Theactioncycleispartofthefieldofactionresearch,pioneeredinthe1940sbyKurt
Lewin,aprofessoratMIT.AccordingtoLewin,humansconstantlyiteratethroughthree
recently,DonNormanproposeda“HumanActionCycle”moregearedtowardhuman–
computerinteraction,whichfeaturesthreeverysimilarphases:goalforming,execution,
andevaluation.
†Whentheshapeofanobjectsuggestshowyoushouldinteractwithit,thisiscalled
“Affordance,”
whichyoucanreadmoreabouthere:http://en.wikipedia.org/wiki/Affordance.
Analysis◾45
FIGURE4.3Anon-standardorconfusingdesigncanincreasetheamountoftimespentin
theActionCycle.
doesnotmakeitimmediatelyobvioushowyouaresupposedtoholdit.Italsohas
differentmodes,whichmeansthatitworksdifferentlydependingonwhatmodethe
mouseisin.Anotherexampleisanoveltycomputer
mouse,especiallythosethataremadetolooklikeotherobjectslikecarsorsports
timeinthelookphasetryingtounderstandwhattheyareseeing.Allofthiswastedtime
couldbespentintheactphase.
Noveltymiceareagoodexampleofdevicesthathavetheusefulanddesirablelayerofthe
pyramidbutaremissingtheusablelayer.
MentalLoads
SusanWeinschenk’sbook100ThingsEveryDesignerNeedstoKnowaboutPeople
presentstheconceptofloads,whicharethethreetypesofprocessesthatthebraincan
perform:cognitive,visual,andmotor.Shedescribes
themasfollows:“Therearethingsyou’rethinkingaboutandremembering(cognitive),thingsyou’relookingatonthescreen(visual),andbuttonsyouare
pressing,mousemovements,andtyping(motor).”
Shegoesontorevealthatnotallloadsareprocessedequally.Visual
loadsrequiremoreresourcestoprocessthanmotorloads.Cognitive
loadsrequiremoreresourcesthanvisualloads.Therefore,thehierarchyofloads—from
mosttoleastresourcesrequired—iscognitive,thenvisual,andfinally,motor(seeFigure
4.4).
Howdoesthisrelatetotheactioncycle?Whenyouareinthelook
phase,youareprocessingavisualload.Whenyouareinthethinkphase,46◾Designing
theUserExperienceofGameDevelopmentToolsFIGURE4.4Thehierarchyofmental
loads,fromlightesttoheaviest:motor,visual,andcognitive.
youareprocessingacognitiveload.Finally,whenyouareintheactphase,youare
processingamotorload.Ifatoolhasacomplicateduserinterface(visualload),theuser
willspendalotoftimeinthelookphase.Ifthetoolrequiresthattheuserdoalotof
mentalcalculationandrememberthings(cognitiveload),theuserwillspendalotoftime
inthethinkphase.Thisismadeworsebythefactthatcognitiveandvisualloadsaremore
time
consumingtoprocesscomparedtomotorloads.
MoreClicksAreNotAlwaysBad
Commonsensetellsusthataddingahundredclickstoataskisgoingtoreduceefficiency.
However,itmaycomeasasurprisetofindthataddingjustafewextraclicks—resulting
inaslightlyincreasedmotorload—canactuallyincreaseefficiency.Howcanthisbe?
SusanWeinschenksupportsthisbydescribingresearchshedidcomparingdifferentmentalloads.Althoughtheusersinherresearchstudy
hadto“gothroughmorethan10clickstogetthetaskdone,”theyconcludedthatthetaskwaseasy,because“eachstepwaslogicalandgavethemwhatthey
expected.Theydidn’thavetothink.”
SteveKrug,anotherwell-respectedauthorinthefieldofuserexperience,isprobablybest
wehavetothink,themoretimewespendacting,andthereforethemoreefficientwecan
be.HefurtherconfirmsSusanWeinschenk’sresearch,stating,“Itdoesn’tmatterhow
manytimesIhavetoclick,aslongaseachclickisamindless,unambiguouschoice.”
HowDoestheActionCycleAffectEfficiency?
Toseehowtheactioncycleappliestoimprovingtheefficiencyofgame
developmenttools,wewillwalkthroughanexample.InChapter1,wecalculatedhow
saving20gamedevelopers20minutesperdaycouldsavetimeAnalysis◾47
AmbientLight
Barrel
Crate
Fire
PointLight
SpotLight
Sword
Shield
Tree
FIGURE4.5Exampleoftheinterfaceforatoolusedtoplaceobjectsinalevel.
andmoney.Imaginethatthose20usersareplacingobjectsinalevel,usingastandard
leveleditor.Thestepsareasfollows:
•Look:Theuserscansthelistofobjectsintheobjectlibrary.
•Think:Basedonwhattheysee,theuserdeterminesiftheyhave
foundtheobjecttheyneed.
•Act:Oncethedesiredobjectisfound,theyselectitfromthelistandplaceitinthelevel.
Theuserinterfacecouldusethesearchboxatthetop,butinthiscase,theuserdoesnot
knowthenameoftheobjecttheyarelookingfor(see
Figure4.5).Theywillknowitwhentheyseeit.Theyknowthattheobjectcanbesmashed
intopiecesbythehero.Itisnotequipment,alight,oraparticleeffect.Howcanthelook,
think,andactphasesbeoptimizedsothattheusercanfindtheobjectthattheyarelooking
for?*
Look
Inthecurrentinterfacefortheobjectlibrary,therearemanydifferenttypesofobjects.It
canbedifficultfortheusertodistinguishbetweenvariousobjecttypesataglance.How
canwereducethetimespentinthelookphase?
*Intheexamplethatfollows,thedesigntechniquesofhierarchy,progressivedisclosure,
representation,grouping,feed-forward,constraints,andexcisearebeingapplied.Wewill
48◾DesigningtheUserExperienceofGameDevelopmentToolsPHYSICS_ACTIVE
PHYSICS_ACTIVE
Barrel
Barrel
Crate
Crate
FRAG_SHDR_LIGHTS
AmbientLight
PointLight
SpotLight
EQUIPMENT
FIGURE4.6Improvingtheuserexperiencetoreducetimespentinthelookphase.
Wecouldstartbyimprovingthewayinwhichtheobjectsareorganized
sothatthecategoriesareeasiertodistinguish,andthenuseauniquecolorandiconfor
eachobjecttype.Thesechangeswillmakeiteasierfortheusertoidentifytheobjectthey
arelookingfor.
Wecouldalsoaddtheabilitytofilterthelistbyobjecttype,reducingthenumberof
objectsthattheuserhastoscanatonce.Thisdoesaddanadditionalclick,butremember
thatsometimesaddingclickscanactuallyreducetimespentinthelookphase,thereby
makingtheusermoreefficientoverall(seeFigure4.6).
Think
Thenamesoftheobjectcategoriesaretakenfromthedatastructures
underneath.However,theaverageuserisnotawareofthat,andsotheydonotthinkabout
thecategoriesinthesameway.Forexample,“Breakables”
isamuchmorecommonnamefortheaverageuserofthistool,compared
to“Physics_Active.”Byunderstandinghowtheywouldgrouptheobjects
together,wecanhavecategorynamesthatwillallowtheusertofindwhattheyare
lookingformorequickly(seetheleftsideofFigure4.7).
Inaddition,someobjectscanonlybeplacedincertainareasofthelevel(forexample,
onlyboatscanbeplacedinwaterzones).Theuserhasto
thinkaboutthisbeforehand;otherwisetheobjectcannotbeplaced.By
showingasemi-grayed-outversionoftheobjectwhenitisbeingdraggedontopofa
non-validzone,theuserdoesnothavetospendalotoftimeinAnalysis◾49
BREAKABLES
www.allitebooks.com
Crate
FIGURE4.7Improvingtheuserexperiencetoreducetimespentinthethinkphase.
thethinkphase,wonderingiftheyareplacingtheobjectintherightspot(seetheright
sideofFigure4.7).
Act
Byreducingthelookandthethinkphaseswiththetechniquesmentioned
above,wecanspendmoretimeintheactphase:inotherwords,placing
objectsinthelevel.However,thatdoesnotmeanthatwecannotalsooptimizetheact
phaseitself!
Wecanseethathavingthecategoryfiltersbelowthelistmeansalot
ofmousemovementupanddown.Movingthemupbetweenthesearch
fieldandthelistmeanslesstravelforthemouse(seetheleftsideofFigure4.8).
Wecanalsoaddkeyboardshortcuts:oneforputtingthecursorinthe
searchfield,andoneforeachofthecategoriestotogglethemonandoff(seetherightside
ofFigure4.8).
Alloftheseimprovementsincombinationhelptoreducethetimespent
inthelook,think,andactphases.Thismakesitmuchmoreefficientfortheusertofind
theobjecttheyarelookingforandaddittothelevel.
HowDoestheActionCycleAffectLearnability?
Atoolisconsideredtohavegoodlearnabilityifanewusercaneasily
accomplishataskonthefirstattempt.Thelearnabilityofatoolcanalsobeassessedona
long-termbasis:thespeedatwhichanexistingusercan50◾DesigningtheUser
ExperienceofGameDevelopmentToolsCTRL
F
BREAKABLES
Barrel
Crate
CTRL
E
CTRL
L
CTRL
B
X
FIGURE4.8Improvingtheuserexperiencetoreducetimespentintheactphase.
rememberhowtouseatoolafternothavinguseditforawhile(sometimescalled
memorability),orhowquicklyabeginnercanbecomeanexpert.*
Otherthanexperimentation,thetwomostcommonwaysthatanew
userlearnsagamedevelopmenttoolarebeingtrainedbyanexpertuser
andreadingdocumentation.However,thereareissueswithbothof
theseapproaches.
Whilesupportfromexpertusersiscommon,toomuchcancomeata
cost.Anytimethatanexpertuserspendsprovidingtrainingandansweringquestionsistimethattheycouldbedoingwhatexpertusersdobest:solving
complicatedproblems!Nottomention,thehourlywageforan
expertusercanbehigh.Finally,theyarenotalwaysavailable:ifanewuserdoesnot
knowhowtodosomethingwithoutthehelpofanexpertuser,
theyarestuck.
Documentationisalwaysanoption,butitisfrequentlyoutofdate,ifitexistsatall.Italso
goeswithoutsayingthatitcanbeexpensivetocreateandmaintaingooddocumentation.
DoIttheLongWay
Expertsspendlesstimeinthethinkphasebecausetheyhaveadeeper
understandingofhowatoolworks.However,ifatoolisdifficulttolearn,usersmaystay
asbeginnersorintermediatesforalongtime.
*FormoreonhowNielsenandothersdefinelearnability,seehere:
http://www.measuringusability.
com/blog/measure-learnability.php.
Analysis◾51
ThissituationisdescribedperfectlyinJeffJohnson’sbookDesigningwiththeMindin
Mind.Inhisbook,hetellsastoryaboutausabilitytestwhereheaskedausertoperforma
task.Afterthinkingforaminute,theusertoldhim,“I’minahurry…soI’lldoitthelong
way.”Thisseemslikeanunusualstatement…orisit?
seethatoncetheylearnhowtoaccomplishataskinaspecificwaywithoutcrashingor
causinganyotherproblemstheytendtosticktoit.Thismethodcouldcontainatonof
work-aroundsandhacks,buttheyknow
thatitworks.Ifthetoolmakesitdifficulttofigureoutabetterwayontheirown,theyare
likelytosticktotheoldway.Now,imaginethatthereisanewer,betterway,buttheuser
cannotfindit.Theirslowerapproachtakesanadditional20minutesperday.Howmuch
timeandmoneycouldwe
savebymakingthistoolmorelearnable?
RampingUptheLearningCurve
Understandingwhattheuserneedsateachstepoftheirlearningprocessiscrucialto
designingatoolthatiseasytolearnbybeginnersandefficienttousebyexperts.Thisalso
hasarelationshiptotheactioncycle:beginnersspendalotmoretimeinthethinkphase,
becausetheyarestillfiguringouthowthetoolworks.Bymakingiteasierforbeginnersto
becomeexperts,theywillspendlesstimeinthethinkphase,makingthemmoreefficient.
ImagineascenariowithMicrosoftWord.Abeginnerwhohasnever
usedWordbeforemaylookattheinterfaceandask,“Whatcanthisdo?”
Theymayseethe“Font”section,andseethatitcontainsbuttonsforbold,italic,and
underline.Bylookingattheicons,readingthetooltips,andexperimentingwiththe
buttons,theystarttounderstandthatoneofthethingsWorddoesisformattext(seeFigure
4.9).
FIGURE4.9Thecommandsexposedintheribbonhelpbeginnersunderstandwhatthe
toolcando.UsedwithpermissionfromMicrosoft.
52◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE4.10
Contextualmenusallowintermediateuserstoworkmoreefficiently.Usedwith
permissionfromMicrosoft.
IntermediateusersalreadyknowthattheycanformattextinWord.
accesstothebuttonsintheFontsection.Thecontextualmenuisnotvisibleallthetime.It
isconvenientfortheintermediateuser,butitdoesnotclutteruptheinterface(seeFigure
4.10).
AnexpertuserofWordalsoknowsthattheycanformattext,andthey
wanttodoitasquicklyaspossible.Sincetheyhavelearnedthehotkeysforbold,italic,
andunderline,theyneverusetheribbon.Infact,theyhavechosentohideit,thereby
customizingtheirinterfaceandallowingthemtofocusontheircontent(seeFigure4.11).
Whatisimportanttonotehereisthatifweremovedtheribbon,the
beginneruserwouldneverseetheFontsection,anditwouldtakelongerforthemto
understandhowtoformattext,blockingtheirprogresstowardbecomingexpertusers.
However,iftherewerenohotkeys,theexperts
wouldbelessefficientandfrustratedbyhavingtomovetheirmouseuptotheribbonto
accessthebold,italics,andunderlinebuttons.Thesedifferentuserinterfaceelementsexist
tohelpguidethebeginnertobecominganexpert.
FIGURE4.11Expertuserscancustomizetheinterfaceandusehotkeys,maximiz-ingthe
spaceusedtodisplaytheircontent.UsedwithpermissionfromMicrosoft.
Analysis◾53
Keepinmindthattheexpertuser’sneedsmostlyapplytocomplexproductivitytoolswithdeepfunctionality.Asimplegamedevelopmenttoolwithtwobuttons
andacheckbox—suchasaninstaler—isunlikelytorequiretheusertogopastthecriteria
ofthebeginnerorintermediatestage.
KnowledgeintheWorldandKnowledgeintheHead
InhisbookTheDesignofEverydayThings,DonNormancomparestwotypesof
knowledge:knowledgeintheworldandknowledgeinthehead.
Knowledgeintheworldcouldbecomparedtowhatyouseeintheuser
interface,andknowledgeintheheadcouldbetheequivalentofknowing
whatatooldoesalready.Normansuggeststhatwhenthefunctionalitywearelookingfor
is“intheworld”(inotherwords,visibleintheinterface),itiseasiertolearnforthefirst
time,butthatefficiency“tendstobeslowedupbytheneedtofindandinterpretexternal
information.”However,knowledge“inthehead”(somethingthattheuseralreadyknows
howtodo)
“requireslearning,whichcanbeconsiderable,”but“canbeveryefficient.”
Agoodexampleofthiscanbeseenbylookingatthestepsrequired
iPad.
ThereisnoindicationintheAudacityinterfaceonhowtoaddatrack.
Right-clickinginthewindowdoesnotcreateacontextualmenu,andtherearenobuttons
toaddanewtrackinthetoolbar.Theusermustexplorethemenusandfindthe“Tracks→
AddNew→AudioTrack”menuitem(see
Figure4.12).Oncetheyfindit,theyknowwhereitis.Furthermore,theycanusethe
hotkey“Control+Shift+N”toaddanewtrackveryquickly.
Thisisaveryefficientwaytoaddnewtracks,butyouhavetoknowthatitistheretotake
advantageofit.Inotherwords,theknowledgehastobe
“inthehead.”
Ontheotherhand,AppleGarageBandforiPadmakesitveryeasytolearnhowtoadda
newtrack.Atthetopoftheinterface,the“Instruments”
buttonisprominentlydisplayed.PressingonthisbuttonbringsyoutoaFIGURE4.12
AddinganewaudiotrackinAudacity.Audacity®softwareiscopyright©1999–2014
AudacityTeam.
54◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE4.13Addinga
newaudiotrackintheiPadversionofGarageBand.
©Apple.
listofinstruments,withvisualrepresentationssoyouknowwhatyouaregetting.From
here,youcanchoose“AudioRecorder.”Youcanthenreturntothetracksviewtoseeyour
newtrack(seeFigure4.13).Whilethisiseasiertofindbecauseitisatthetopofthe
interfaceandalwaysvisible—inotherwords,itis“intheworld”—itrequiresmoresteps.
UNDERSTANDINGTHEMENTALMODEL
Anotherimportantconceptthathelpsustounderstandhowtheusers
thinkistounderstandtheirmentalmodelsandensurethattheymatch
theconceptualmodel.
WhatAretheMentalModelandtheConceptualModel?
SusanWeinschenk,cognitivepsychologistandauthorofseveralbooks
modelsandconceptualmodels.
Amentalmodelisthewayinwhichauserunderstandshowsomething
works.Forexample,almosteveryoneintheworldhasamentalmodelofabook:it
containspages,eachpagehaswordsonit,andyoucanturntothenextpageorthe
previouspage.
Bycomparison,aconceptualmodelisthewayinwhichanobjector
interfaceactuallyworks.Forexample,imaginethatyouhandedsomeone
thedeviceontopofthebookinFigure4.14.Theyhaveneverseenthis
objectbefore,andtheyhavenoideawhatitis.
Whentheyexaminethisdevice,theywillnoticethatithasbuttonsand
ascreen.However,manyotherdevicesalsohavebuttonsandascreen:
laptops,tablets,evencalculators.Whatisthisdevice?Whatdoesitdo?It
Analysis◾55
FIGURE4.14Usingthementalmodelofabooktoacceleratetheprocessoflearninghow
touseane-reader.
mighttakethispersonawhiletofigureouthowitworks,becausetheyhavenoprevious
knowledgetodrawontohelpthemunderstandhowtouseit.
Nowimagineadifferentscenariowhere,beforehandingoverthedevice,
youtellthem,“Thisisjustlikeabook.”Astheyexaminethedevice,theycomparetheir
mentalmodelofabooktotheconceptualmodelofthe
device.Theylookatthewordsonthescreenandthink,“Thismustbelikethepagesona
book.”Theylookatthebuttonsonbothsidesandthink,
“Thismustbeforthenextpageandpreviouspage.”Byreferringtotheirmentalmodel,
theyareabletomakeaconnectiontotheirexistingmentalmodelandunderstandwhatthe
deviceis—andhowtouseit—muchmore
quicklyandeasily.
Majordifferencesbetweentheuser’smentalmodelandthetool’sconceptualmodelisoneofthekeyreasonswhyusershavedifficultyunder-
mindcanhaveabigimpactonimprovingtheuserexperienceofourgame
developmenttools.
WhyIsItImportanttoUnderstandtheUser’sMentalModel?
Thementalmodelsofprogrammersoftenincludetechnicalconcepts
thattheuserisnotawareof,suchasclassstructureanddatamodels.
Becausetheseconceptscomenaturallytothem,theymightforgetthat
theaverageusermaynotunderstandthem.Considerthefollowingterms:
stereoscopy,rasterize,andGouraudshading.Theseareallwordsthatarepartofthe
commonvocabularyofgraphicsprogrammers.However,the
majorityofnon-programmersmayknowthesewordsas3Dimaging,
pixel-based,andsmoothshading.Eventhoughthesetermsmaynotbe
56◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE4.15Adobe
Photoshopusesthementalmodelofapaintbrushtomakeiteasiertolearnthesettingsin
theBrushpanel,reducingtheamountoftimespentinthethinkphase.Adobeproduct
screenshot(s)reprintedwithpermissionfromAdobeSystemsIncorporated.
perfectlyaccurate,theyareofteninterchangeableandmaybethemost
recognizabletermsforthemajorityofusers.
ThebrushespaletteinAdobePhotoshopprovidesagoodexampleofthis
(seeFigure4.15).Thereisplentyoftechnicalterminologyinthebrushespalette.Tocreate
ormodifyabrush,youcansetvaluesforabstractsound-ingconceptssuchas
“Roundness,”“AngleJitter,”and“Purity.”Therearecategorieswithnameslike“Shape
Dynamics,”“Transfer,”and“Dual
Brush.”Evensomethingwithasimplenamelike“Spacing”cancausethe
usertoask,“Thespacingofwhat?And,howmuchspacingdoIwant?”
Alargeproportionoftheusersmanynotthinkofbrushesinthose
terms.Thereareaccustomedtobrushesinfinearts.Theythinkabout
vas.Fortunately,thebottomoftheBrushespanelhasapreviewofwhat
thebrushwilllooklikewhenitisusedtocreateacurvedstroke,andtheupperleft-hand
cornerofthewindowsshowstheprofileofthebrush(seethetopleftandbottomrightof
Figure4.15).Thisnotonlyallowsabeginnertosimplyadjustthenumbersuntiltheysee
thebrushstroketheyarelookingfor,butitalsoallowsthemtomovecloserto
understandingwhatthenumbersmeanbyimmediatelyseeingtheeffectthateachsetting
has
onthebrushstroke.
AnotherexampleistheTreeCreatorintheUnitygameengine.This
toolrepresentsthetreestructureinasimplewaythatanyonecanunderstand:itvisualizes
thetrunk,branches,andleavesinatree-likeview(seeFigure4.16).Itispossiblethat
underneath,thetreeisrepresentedbya
Analysis◾57
FIGURE4.16TheTreeCreatorintheUnityenginevisualizesthestructureofatreeina
waythatmatchestheuser’smentalmodel,reducingthetimespentinthethinkphase.
complexdatamodel,buttheuserdoesnotneedtoknowthat.Thisconceptualmodelismuchclosertotheirmentalmodelofthepartsthatmakeupatree.
INTERVIEWSTAKEHOLDERS
Oneofthefirststepstoimprovingtheuserexperienceofatoolistointerviewthe
stakeholders.Itissurprisinghowmanypeopleforgetthisfunda-mentalstep!Herearea
fewsuggestionsonwhatkindsofquestionstoaskthestakeholders.
HowDoYouMeasureSuccess?
Thefirstandprobablymostimportantquestiontoaskishowthestakeholdersmeasuresuccess.Isitbymakingthetoolsmoreefficient,easiertolearn,orsome
othermeasurement?Thisinformationiskeytodetermininghowyouwillmeasurethe
successofyourefforts.Itisnormalforthesetobemorebusiness-relatedascomparedto
theusers’goals.Thesemeasurementsofsuccessareessentiallythestakeholders’goals.
WhoArethePrimaryUsers?
currentlyusingthetool,soyoucanwatchthemwork.Iftheycannotgiveyouthenames
ofprimaryusers,theycanprobablygiveyouthenames
ofpeoplewhoworkwiththeprimaryusers,suchastheirteamleadsand
supervisors.Thisquestionisalsoimportanttoaskbecausemanyproblemsinresourceallocationcanarisefromthestakeholdersbeingunawareofwhothe
primaryusersare.
58◾DesigningtheUserExperienceofGameDevelopmentToolsLinkingStakeholder
GoalsandUserGoals
Onceyouhaveidentifiedthestakeholdergoals,youwillwanttotrytofindaconnection
betweentheirgoalsandtheusergoals,toensurethattheycanbeconnected.Forexample,
imaginethatoneoftheusergoalsisto
optimizethelevelgeometrytoimproveperformance.Atthesametime,
oneofthestakeholdergoalsistohavethegamerunat60FPS.Thereisaclearconnection
betweenthetwogoals.
Incontrast,imaginethatanotheroneofthestakeholdergoalsisto
improvetheefficiencyofatoolusedforcreatingagritty,urbanenvironmentwithminimal
impactontexturememory.Meanwhile,oneofthe
usergoalsistohaveaneasy-to-learntoolthatgenerateshyper-realistictreeswithhighresolutiontextures.
Whenoneormoreusergoalshavenoconnectiontoanyofthestakeholdergoals,thiscouldbeasignthattoolsdevelopmentresourceswillnotbeinvested
correctly,leadingtopotentialproblems.
PERFORMCONTEXTUALANALYSES
Oncewehavealistofusersofthetool,wecanwatchthemworkusingatechniquecalled
contextualanalysis.Thewordcontextualemphasizesthefactthatwewanttowatchthe
userworkinginthecontextoftheirenvironment,asopposedtoaninterview,whichcould
takeplaceanywhere.
Inotherwords,wewanttowatchthemworkingattheirdesk,withtheir
tools,astheynormallydo.Thisensuresthatwegetasenseofwhatitisreallylikewhen
theyusethetool.
HowtoPerformaContextualAnalysis
Toperformacontextualanalysis,startbymakingalistoftheuserstomeetandbooking
individualmeetingswiththem.Whenyousitdownwitha
usertowatchthemwork,keepthefollowingquestionsandideasinmind.*
Introduction
Someusersmightbeuncomfortablewithsomeoneshowingupattheir
deskandaskingquestions.Remembertotakethetimetointroduceyourself,andasktheuseraboutthemselves.Askthemhowlongtheyhavebeendoingtheir
job,oraskthemabouttheirfavoritegame.Iftheyhaveaction
*Foranin-depthapproachtodoinginterviewsandperformingcontextualanalyses,you
canalsoreadStevePortigal’sbookInterviewingUsers.
Analysis◾59
figuresortoysontheirdesk,askaboutthem.Evenifyouknowtheuser,questionssuchas
thesehelptoeaseintothecontextualanalysis.
Itisalsoverycommonforpeopletobelievethattheyarebeingjudged
ontheirperformance,orthatthisispartoftheiryearlyreview.Ifthisisthecase,remind
themthatnotonlyisitsafetomakemistakes,but
thatmakingmistakesmighthelptofindandfixproblemswiththetool.
Emphasizethatthetoolisbeingevaluated,notthem.
Allofthesethingshelptobreaktheice,whichwillresultintheuserbeingmorelikelyto
tellyouhowtheyreallyfeel,insteadofwhattheythinkyouwanttohear.
AskaboutGoals
Aftertheintroduction,asktheuserwhytheyuseacertaintoolorhowatoolfitsintotheir
pipeline,andwhattheyaretryingtoaccomplishwithit.
Thiswillhelptounderstandwhattheirgoalsare.Forexample,auserdoesnotthink,“I
wanttousethemeshexporter”;theythink,“Iwanttoaddanewobjecttothegame
engine.”Thatistheirtruegoal.Focusonunderstandingwhattheirgoalsarewhentheyare
usingatool.Askwhyseveraltimesifithelpstogettotherootofthegoal.
MasterandApprentice
Evenifyouknowthetoolsthattheusersareusing,imaginethatyouaretheapprentice
andthattheyarethemaster.Askthemtoshowyouhow
tousethetoolfromtheirperspective.Askthemquestions,andspendasmuchtimeasyou
canjustlistening.Thiswillgiveyouabetterideaofhowtheyusethetools,whichcan
helpyouidentifyhowtomakethembetter.
Re-DirectFeatureTalktoGoalTalk
Ifissueswithspecificfeaturesstarttodominatethecontextualanalysis,trytore-direct
thediscussionbacktogoals.Forexample,iftheuserstartstodescribehowtochangea
feature,respondwith,“Howwouldthathelp
youaccomplishyourgoal?”
Don’tAskLeadingQuestions
Itisimportantnottoaskquestionsthatcouldforcetheuserintothinkingthattheymust
answeronewayortheother.Questionslike“Doyou
thinkthatthisshouldbered?”leadtheusertobelievethatthereisarightorwrong
www.allitebooks.com
dangerorerror?”
60◾DesigningtheUserExperienceofGameDevelopmentToolsAsktheUsertoTalk
OutLoud
Astheuserisperformingtheirtask,askthemtotalkoutloudaboutwhattheyare
thinking.Userscangetwrappedupinwhattheyaredoingand
forgettodothis.Ifthishappens,gentlyremindtheuserbysaying,“Sowhatareyou
thinkingrightnow?”or“What’sgoingthroughyourmind
atthispoint?”Someuserswillbeuncomfortablewithtalkingoutloud,sousecommon
sensetodeterminehowyouneedthemtodothis.
ResisttheUrgetoHelp
Itmightbedifficult,butitisveryimportanttoresisthelpingtheuserduringthecontextual
analysis.Theymighthavedifficultywithatask,ortheymightsaysomethingaboutthe
toolthatyouknowiswrong.Ifyoucorrectthem,orinterruptthemandtellthemwhatto
do,youmaymissvaluable
informationthatcouldexplainwhytheyarehavingtrouble.Thatinformationcanhelpyoufindawaytomakethetoolbetter.
Afterthecontextualanalysisisover,youmaychoosetotelltheuser
howtodothetask,orcorrecttheirunderstandingofacertainconcept.
StartWide,ThenFocusDown
Ifyouareworkingonamassive,monolithictool,remember:eventhebiggestcontent
creationtoolismadeupofparts.Forexample,afullyfeaturedleveleditorlooksbig,butit
isessentiallymadeupofacollectionofsmallertoolsthatcommunicatewitheachother.If
theamountofworkisoverwhelming,trytostartwidewiththefirstfewcontextual
analyses,andthenfocusdowntoasmallerpartthatyoufeelwillgivethebiggestreturn
oninvestment.
TeamofTwo
Itisalsostronglyrecommendedthatyouperformthecontextualanalysiswithtwopeople.
Thishasadualpurpose:Thefirstisthataskingquestions,watchingtheuser,andtaking
notesallatonceisverydifficult.Thesecondisthatacontextualinquiryisagreat
opportunitytoinvitesomeonewhomightnothavethechancetowatchtheuserswork,
suchasastakeholder,oranotherdeveloper.Thiscanhelptogetbuy-infromeveryone
involved.
WhatCanWeDoaftertheContextualAnalyses?
Whenyouaresatisfiedwiththeamountofinformationthatyouhave
gatheredthroughcontextualanalyses,gothroughyournotesandmakea
Analysis◾61
prioritizedlistofthemostcommongoalssharedbythemostfrequentusers.
ingtodotoomuchatonce,oryouareincludinggoalsthatareedgecases.
Eitherconcentrateonasmalerpartofthetool,orreevaluatewhoyourtargetusersare.
Thesegoalscanbeusedasastartingpointtocreatetaskflows,mentalmodels,personas,
scenariostoryboards,andmostimportantly,measurements.Eachofthesetechniquesis
describedbelow.
CREATETASKFLOWS
Whenattemptingtoaccomplishagoal,ausermayexecuteoneormore
tasks.Eachtaskismadeupofaseriesofactions.Taskflowsareawayofthinkingabout
theflowofthoseactions,whichcanhelpeveryone
involvedinthedevelopmentofthetooltohaveasharedvisionofhowtheactionsare
connected.Thismakesiteasiertopinpointwhereimprovementisneeded.
HowtoCreateaTaskFlow
Ataskflowisessentiallyaflowchartthatrepresentshowtheuserperformsatask,with
eachnoderepresentinganaction.Foreachactionthatthe
usersperform,makeanode.Connectittotheotheractionstocreatea
flow.Iftheuserbranchesoff,splitoffanodeandcontinuefromthere(seeFigure4.17).
Youcancreateataskflowforeachuserandthenmergethemintoone
taskflowthatrepresentstheaverage.Inthecasethatasignificantnumberofusers
performdifferentactions,notethepercentageofuserswhotypicallyexecuteoneactionas
opposedtotheother,aswellasthefrequencyatwhichtheyperformthataction.Thiswill
allowyoutoidentifywhichpartofthetaskflowrepresentsthemajorityoftheusers’time,
whichcanhelpyoutoprioritizewhattoworkonfirst.
%ofusers,frequency
Action
Action
Action
%ofusers,frequency
Action
Action
Action
FIGURE4.17Thestructureofataskflow.
62◾DesigningtheUserExperienceofGameDevelopmentToolsFromtheUser’s
Perspective
Keepinmindthatataskflowisdonefromtheuser’sperspective.Asa
Tohelpreinforcethis,thetextineachnodeshouldcontainaverbdescribingtheaction,
suchas“selecttheobject”or“exporttotheengine,”insteadof“firearay-cast”or“server
parsesXAMLdata.”
AddingDetails
Duringthecontextualanalysis,youmayhavetakennoteofwheretheuserhadproblems
ormademistakes.Youcannotewheretheseissuesoccurin
thetaskflow.Foreachissue,alsoconsiderthefollowing:
•Isthisanefficiencyproblem?Ifso,whichpartoftheactioncycle
couldbetheproblem:thelook,think,oract?Isitmorethanone?
•Isthisalearnabilityproblem?Willmakingthefeatureeasiertolearnresultinitbeing
lessefficient?Isthataproblem,consideringhow
frequentlythefeatureisused?
CreatinganOptimizedTaskFlow
Inadditiontocreatingataskflowthatrepresentstheaverage,itcouldalsobeusefulto
createanoptimaltaskflow.Todothis,youcouldask,“Whichactionscouldberemoved?
Whichactionscouldtakelesstime?Which
actionsaredifficultfornewuserstounderstand?”Youcouldthencreateanewtaskflow
thatrepresentstheoptimalsituation.Thiscanbeagreatwaytosetclearobjectivesfor
everyoneinvolvedinthedevelopmentofthetool.
DISCOVERTHEUSERS’MENTALMODEL
Duringthecontextualanalysis,youcanalsotakesometimetounderstandthementalmodeloftheusers.Afewtechniquescanbeusedto
dothis.Thesecanbeusedwithseveralusers,andthentheresultscan
becombinedtocreateanaveragementalmodeloftheusersthatcanbe
sharedwitheveryoneinvolvedinthedevelopmentofthetool.
CardSort
Thistechniqueisusefulwhenwedonotknowhowtheuserorganizesdifferenttermsorconceptsintheirmind.Forexample,letusassumethatwearebuildinga
toolthatcontainsalistofobjectsthatwecanplaceinalevel.
Analysis◾63
Wecanplacemanydifferenttypesofobjects:enemies,weapons,powerups,lights,particleeffects,andtriggerboxes.Inthemindofadeveloper,lightsand
enemiesarerelatedbecausetheyarederivedfromthesameclassthatrepresentsthe
positionofanobject.Forthisreason,itmightseemlogicaltogroupthemtogether.
However,intheuser’smentalmodel,lightshavemoretodowithtriggerboxesand
particleeffects,becausetheyareusedtogethertocreatethelightingandambienceofthe
level.Theusersdonotassociatelightsandenemies,eventhoughtheyarerelatedinthe
code.
Hereishowacardsortcanbeusedtodothis:
1.Writeeachtermorconceptonacard.
2.Givethecardstoauserandaskthemtolaythemoutonatablein
groupsthatmakesensetothem(seeFigure4.18).
3.Whentheyaredone,askthemwhytheyorganizedthecardstheway
thattheydid.
4.Finally,takeaphotoorwritedownhowallthecardswereorganized,andtakenoteof
theuser’snamesoyoucanaskfollow-upquestions
later.
5.Repeatsteps2through4withanewuser.Dothiswithasmanyusers
asyoucan.
FIGURE4.18Exampleofacardsort.
64◾DesigningtheUserExperienceofGameDevelopmentToolsOnceyouaredone,
comparetheresultsacrossalluserstofindtrendsandcommongroupings.Youcanusea
spreadsheettodothis,oryoucanuse
web-basedtoolstofacilitatetheprocess.*
UserObjects
Thetermuserobjectdescribesthementalmodelofaspecifictypeofobjectthattheuser
canmanipulate.Theworduserinuserobjectisimportanthere,sincethisisabouthowthe
editormaydefinerotationinradianswithanangle-axisVector4.However,theusermay
notknow
whatanyofthosewordsmean,andtheysimplythinkofrotationasbeingbetween0and
360degrees,onthex-,y-,andz-axes.
Foreachuserobject,wetakenoteofhowtheuserperceivesthemby
makingalistofattributesandactions:theattributesoftheobject,andtheactionsthatyou
performwiththeobject.Ifthediscussionabouttheuserobjectsturnstofeaturesrequests,
steertheconversationbacktowhattheuser’sgoalsare,andhowtheycanbetranslated
intoattributesandactions.
Oncewehaveperformedacontextualanalysiswithafewusers,we
canstarttoidentifythemostcommonattributesandactionsrequested
bymostusers.Thiswillhelpustofocusontherightfeaturesusedbythemajorityof
users.
Forexample,ifweworkedwithausertocreateauserobjectforapointlight,theresults
mightlooklikeFigure4.19.Thisuser’smentalmodelofapointlightisthatithasthe
attributesofcolor,intensity,andrange.TheyalsoconsiderthecolorasbeingsetasHSV
(hue,saturation,andvalue),theintensityasanumber(where100isequalto100percent
intensity),andtherangeismeasuredinmeters.
Object
Attributes
Actions
Pointlight
Color(HSV)
Movelight
Intensity(100=100%)
Changethecolor
Range(inmeters)
Settheintensity
Setrange
Enableordisable
FIGURE4.19Exampleofauserobjectforapointlight.
*TwopopularoptionsareOptimalSort(http://www.optimalworkshop.com/
optimalsort.htm)andWebsort(http://dirtarchitecture.wordpress.com/websort/).These
servicesalsoprovideanautomatedanalysissuchasmostcommongroupings,trends,and
soon.
Analysis◾65
%ofusers
HSVRGBHEX
1.0
100
0.0
M
CM
Color
100%Intensity
Range
FIGURE4.20Choosinghowdataisrepresentedbaseduponthemostcommonattributes
oftheuserobjects.
Ifyouhavealargenumberofusers,youcouldadduptheresultsoftheuserobjectsto
determinethemostcommonattributesandactions,inan
efforttobuildasharedmentalmodelforpointlights(seeshadedbarsinFigure4.20).
Notethattheuserwhocreatedthepointlightuserobjectearlierpreferred100percentintensitytobethenumber100,whereasthemajority
ofuserspreferred1.0.Rememberthatwearenotgoingtomakeeveryone
happy.Startwith1.0.Ifitbecomesaproblemtoasignificantnumberofusers,wecan
alwaysaddanoptiontoswitchbetween1.0and100.
Developerswhoarefamiliarwithobject-orientedprogrammingwill
noticethat—althoughtheyarefromtheuser’sperspective—creatinguser
objectsisalmostlikedescribingaclass.Therefore,doingthisexercisebeforewritingcode
canacceleratedeveloperproductivity,becauseit
providesastartingpointthatprovidesthefunctionalitythattheusersareexpecting.
ESTABLISHMEASUREMENTS
OneofthemostimportantaspectsoftheUser-CenteredDesignprocessismeasuring
progress,whichhelpstoensurethatyouaregoingintherightdirection.Theprocess
describedinJeffGothelf’sbookLeanUXfocusesondoingsmall,rapiditerationsand
measuringKeyPerformanceIndicators,
orKPIs.TheISO9241-210specificationprovidesexamplesaboutwhatto
measure,andhow.Takingthetimetotrackthesemeasurementsisoneof
thebestwaystoensurethatyoureffortsareimprovingtheuserexperience.
InChapter1,welearnedthattherearemanydifferentwaystomea-
Choosingwhattomeasuredependsonavarietyoffactors,suchasthe
goalsoftheusersandthestakeholders,aswellastheexperienceleveloftheusers.
66◾DesigningtheUserExperienceofGameDevelopmentToolsMeasuringEfficiency
Ifthegoalsofthestakeholdersarerelatedtoproducingassetsfasterwithfewerpeopleor
moreassetswiththesamenumberofpeople,efficiency
couldbetherightchoice.Duringthecontextualinquiry,ifalargeproportionoftheusers
complainthatthetoolisslow,orthatthenumberofstepsrequiredtocompletespecific
tasksistoohigh,thiscouldalsopointtothedecisiontomeasureefficiency.
Furthermore,iftheusersaremostlyexpertswhoareaccustomedto
complextools,andtheyhaveadeadlineloomingonthehorizon,this
couldfurtherconfirmadecisiontomeasureefficiency.Thisdecisioncouldmeanthatthe
usersarerequiredtoreceivesometrainingonthechangestotheinterface,andtheymay
requiredocumentation.However,theintentionwouldbehigherefficiencyoverall.
Tomeasureefficiencywithinthetaskflow,youcanuseastopwatch
totimehowlongtheusertakestoperformeithereachtaskorspecific
actions.Ensurethattheusersareworkingwiththesameassetsorvalues,ifpossible,so
thatthenumbersarecomparable.Thesenumberscanbe
averagedacrossmultipleuserstogetabaselinemeasurementthatyoucancompare
againsteachtimeyougothroughtheAnalysisphase.Wewill
talkmoreaboutthisinChapters6and7.
Youmayalsobeabletomeasureefficiencyoftasksandactionsbyusingmetrics.
However,itcanbechallengingtomakedecisionsbasedonlyon
thesenumbers,becauseitmaynotbepossibletodetermineifthetaskwascompleted
successfully,andbecausetheusercouldbeawayfromtheir
deskinthemiddleofanaction,inflatingtheresults.Asalways,acombinationofmetrics
andwatchingtheusersworkcangivethebestresults.
MeasuringLearnability
Ifthegoalsofthestakeholdersaretorampupnewusersfaster,orto
reducesupportcosts(suchasthesalariesofpeoplewritingthedocumentationorthetime
spentbyexpertuserstrainingusersandansweringtheirquestions),learnabilitymaybea
bettermeasurement.Additionally,ifyounoticethatduringthecontextualinquirytheusers
havedifficultyrememberingallofthevariousfunctionswithinatool,ortheymakemany
mistakesthatcouldpotentiallybeavoidedbyunderstandinghowthetool
works,thiscouldconfirmadecisiontomeasurelearnability.
Inaddition,ifthecontentcreatorsarelessexperienced,andtheteamisstillrampingupto
fullproductionmode,leaningmoretowardlearnabilityAnalysis◾67
abilitycouldhaveanadverseeffectonefficiency,andtheintentionistocompensatefor
thatbymakingthetoolseasiertolearn.
Aswediscoveredearlierinthechapter,atoolisconsideredtohavegoodlearnabilityifa
newuserunfamiliarwiththetoolcanaccomplishataskonthefirstattempt.Thiscanbe
measuredbyusingastopwatchtotime
howlongittakestheusertocompleteatasksuccessfully,withspecificassetsorvalues.
MeasuringBoth
Finally,itispossibletodesignatoolwherethemajorityofthefeaturesarebotheasyto
learnandefficienttouse.Thisoftentakesmuchlongertomeasureanddesigncompared
tosimplychoosingoneortheother,
becauseefficiencyandlearnabilitycansometimesbeinoppositionwith
eachother.Asaresult,youmayhavetocompromise,orchoosetoimprovebothforonly
themostfrequentlyusedfeaturesinyourtool.
Thereisagoodreasonwhyveryfewtoolsarebothefficientandlearnable:findingabalancebetweenthetwoisoneofthebiggestchallengesinuserexperience
design.
ADVANCEDTECHNIQUES
Personas
Ifyouperformacontextualanalysisonalargenumberofusersandit
isdifficulttocommunicatethegoalsandmentalmodelsforallofthoseusers,youhave
theoptionofcreatingpersonas.Personasarearchetypesofpeoplewhorepresentthe
majorityofthepeoplethatusethetool.Notonlydoesitmakeiteasierforyoutoseethe
bigpictureofwhomyouarebuildingfor,butitalsohelpstocommunicatewhothese
peopleare.
HowtoCreatePersonas
Hereisaverybasicapproachtocreatingapersona:studyyourcontextualanalysisnotesandtrytoidentifythemostcommongoalsandmentalmodels.Group
relatedgoalsandmentalmodelstogether.Eachgroupwill
becomeapersona.Youmaychoosetocreateaseparatepersonaperjobrole,suchasone
forleveldesignersandoneforanimators,orbemorespecific,suchasseparatepersonas
forAIprogrammersandphysicsprogrammers.*
*Formoreoncreatingpersonas,youcanreadChapter5ofCooper,Reinmann,and
Cronin’sbookAboutFace3,orAdlinandPruitt’sTheEssentialPersonaLifecycle.
68◾DesigningtheUserExperienceofGameDevelopmentToolsGoals
Goals
Nullamquis
Morbimetussapien
Dapibusaugue
Blanditeget
Vitaeblanditjusto
Ullamcorpertinci
Donecmalesuad
MentalModels
MentalModels
Pellentesquequis
Ellentesqueornare
Nibhindignissim
Patrick
Tinciduntfelis
Rochelle
LevelDesigner
Atultricesaliquam
Animator
Fasellusimperdiet
FIGURE4.21Examplepersonas.
Itisalsoimportanttogiveeachpersonaarealisticnameandanatural-lookingpicture.For
example,givingapersonathename“Moethe
Modeler”andusingacartooncharacterasaphotowillresultinpeople
nottakingthepersonasseriously.*
Personascreatedtorepresentusersofagamedevelopmenttoolmight
looksomethinglikeFigure4.21.
ScenarioStoryboards
Tocreateanevendeeperunderstandingofcontext,youcanalsochoose
tocreatescenariostoryboards.Scenariostoryboardsresemblethestoryboardsweusewhenplanningagamecinematic(seeFigure4.22).The
FIGURE4.22Examplescenariostoryboard.
*Youcanauto-generaterealisticnamesandpicturesfromwebsiteslike
http://www.randomuser.
me,oryoucanuseamorecompletepersonacreationsolutionwithtoolssuchas
http://www.
usabilitytools.com/features-benefits/persona-creator.
Analysis◾69
purposeofascenarioistoexplorehowthetoolisusedinavarietyofcontexts.Theyare
veryusefulforensuringthateveryoneinvolvedinthedevelopmentofthetoolunderstands
andagreesonhowthetoolissupposedtobeused.
HowtoCreateScenarioStoryboards
Tocreateascenariostoryboard,firstchooseoneormoreusergoalsor
tasks.Ifyouhavealsocreatedpersonas,youcanchoosetofeaturetheminthescenario
storyboard.Eachframeinthestoryboarddepictsanaction
performedbythepersonaswhiletheyareusingthetool,anditendsinthesuccessful
completionoftheirtaskorgoals.*
Scenariostoryboardsdonotincludereferencestotheuserinterface.
Instead,theyshowhowthepersonaswouldinteractwiththeuserobjects.
influenceusintoassumingthattheinterfacemustfunctionorlookacertainway.This
enablesustofocusonfindingthebestpossibledesignsolutiontoachievetheusers’goals.
Thequalityofthedrawingsisnotimportant.However,ifyouneedsome
assistanceproducingstoryboards,manyweb-basedtoolsareavailable.†
WRAPPINGUP
Inthischapter,welearnedabouttheAnalysisphaseoftheUser-CenteredDesignprocess.
Wediscussedthevalueofwatchinguserswork,thelimitationsofmetricsandfocus
groups,andtheimportanceofthinkingin
termsoftheproblemsthatwearetryingtosolve(notthefeatureswewanttoimplement).
Wealsolearnedabouthuman–computerinteraction,the
actioncycle,itseffectsonefficiencyandlearnability,aswellastheconceptoftheuser’s
mentalmodel.Finally,welearnedavarietyoftechniquestobeusedduringtheAnalysis
phase,suchasinterviewingstakeholders,performingcontextualanalyses,creatingtask
flows,andestablishingmeasurements.
Inthenextchapter,wewilldiscussconceptsandtechniquestobeused
duringtheDesignphaseoftheUser-CenteredDesignprocess.
*Formoreoncreatingscenarios,youcanalsoreadChapter6ofCooper,Reinmann,and
Cronin’sbookAboutFace3.
†StoryboardThat(http:/www.storyboardthat.com/)andAmazonStoryteller(http:/
studios.amazon.
com/storyteller)aretwopopularexamples.
Chapter5
Design
WHATWILLWELEARNINTHISCHAPTER?
Concepts
•Understandinghowtheeyesandthebrainworktogether
•Howavisuallanguagecanhelphumansandcomputerscommunicate
•Theimportanceofusinginteractionpatterns
Techniques
•Howhierarchycanguidetheuserthroughtheinterface
•Makingtheinterfaceeasiertounderstandwithnaturalmapping
•Howtouserepresentationtohelptheuserworkwithandunderstandcomplexdata
•Usingfeed-forwardtohelptheuserlearnwhatanactionwilldo,
beforetheycommittoit
•Howtousegroupingtoassociateinformationinawaythatthe
usersexpect
•Howtousechunkingtomakeiteasierfortheusertoprocessmore
informationatonce
•Howtouseexcisetomaketheuserworkfaster(orslower,ifnecessary)
•Usingprogressivedisclosuretodesignaninterfacethatissimpleforbeginnersand
powerfulforexperts
71
72◾DesigningtheUserExperienceofGameDevelopmentToolsHOWTHEBRAIN
ANDTHEEYESWORKTOGETHER
PreviousgenerationsoftheSonyPlayStationhaveincludedunique
microprocessors,suchastheEmotionEngineandtheCell.Gettingthe
bestperformanceoutofthesechipsrequiredspecializedknowledgeand
programmingskills.Eachchiphaditsownquirksandidiosyncrasies.
Expectingaprogrammertogetthebestperformanceoutofthesechips
withoutfirstunderstandingtheirarchitecturewouldbeunrealistic.
Designingtoolsforpeopleisnodifferent.Thebrainisamicroprocessorinitsownright
andhasstrengthsandweaknesses.Justasunderstandingthearchitectureofachipallows
ustobebetterconsoledevelopers,understandinghowthebrainworkscanhelpusdesign
toolswithabetteruserexperience.
OurBrainsDecideWhatWeSee
Astoolsdevelopers,wemayhavehadtheexperienceofaddinganewbuttontoaninterface,onlytorealizethatveryfewusersnoticeit.Alltheworkthatwasput
intothefeatureislostsincenooneknowsthatitisthere.
Youmayhaveaskedyourself,“Whydon’ttheusersseethatbutton?”
Itmaycomeasasurprisetolearnthatwedonotalwaysseewhatwe
thinkwedo.Ourbrainfillsintheblanks.Agreatexampleofthisisourblindspot.Onthe
insideofoureyearerodsandcones,responsiblefordetectingcolorsandcontrast.
However,atthepointwheretheopticnerveconnectstotheeyeball,therearenorodsand
cones.Asaresult,wecannotseeinthatspot.
Totestthis,holdthisbookawayfromyourfaceandcoveryourlefteye.
Now,lookatthecrossinFigure5.1.Slowlymovethebookclosertoyourfaceuntilthe
youreyedoesnothaveanyrodsorconeswherethecircleshouldbe,so
yourbrainfillsinthemissinginformation.
Afterexperiencingthis,youcanbegintounderstandhowitispossible
thatusersdonotseethenewbuttonthatyouadded.
FIGURE5.1Testingyourblindspot.
Design◾73
FIGURE5.2Examplesofhowourbrainsareoptimizedtointerpretspecificpatterns.
OurBrainsAreOptimizedforSpecificPatterns
Figure5.2containsaseriesofshapes.Mostpeopleseeatriangleontheleft,eventhough
thereisnotriangle,onlythreepies.Inthemiddle,werecognizetheshapeasacircle,even
thoughthelineisbroken.Finally,ontheright,oureyeisimmediatelyattractedtothe
crossthatlooksdifferent.*
Ourbrainsarehardwiredtointerpretthesespecificvisualpatterns
veryquickly,whichisprobablyaresultofnaturalselection.Considertheimageinthe
middleofFigure5.2:ifthecircleisasaber-toothedtigerandthemissingpartsaretrees
thatitishidingbehind,theabilitytorecognizetheshape—despitethemissingparts—may
havekeptourancestorsalive.
VISUALLANGUAGE
Itturnsoutthatifwewanttounderstandvisuallanguage,videogames
providesomeofthebestexamples.Thevisuallanguageforagameismadeofmultiple
elements,andtwoofthemostimportantareshapeandcolor.
AtGDC2008,Valve’sJasonMitchellpresentedatalk†aboutthedistinctvisuallanguageofTeamFortress2.Asthegameisamultiplayerfirst-personshooter,
identifyingtheclassoftheenemyyouarefightingfromfarawayisveryimportant,andso
eachclasshasauniqueshape,orsilhouette(seethetopofFigure5.3).Findingtheenemy
baseisalsoextremelyimportant,andsoeachteam’sbasehasadistinctivearchitectural
style:warmcolorsandangularshapesfortheREDteamversuscoolcolorsand
orthogonalshapesfortheBLUteam(seethebottomofFigure5.3).Once
youlearnthislanguage,youcanseewhichclassofenemiesyouarefacingandwhichbase
youarein,ataglance.
*TheseareallexamplesfromGestaltpsychology,whichyoucanreadmoreabouthere:
http://
en.wikipedia.org/wiki/Gestalt_psychology.
†Youcanseetheentirepresentationhere:http://www.valvesoftware.com/
publications/2008/
GDC2008_StylizationWithAPurpose_TF2.pdf.
74◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.3Thevisual
languageofTeamFortress2.©ValveCorporation.
LearningtheLanguage
Asthegamerlearnshowtocommunicatewiththevisuallanguage,it
becomesaconversation:thescreenshowsthestatusofthegame,andthegamerresponds
withthecontroller.Thegamermayalsolearnthelanguagefasterifthesameelementsare
seeninothergamesofthesamegenre.Forexample,inthevastmajorityoffirst-person
shootergames,whenweseeanarrowshapethatiscoloredredontheedgeofthescreen,
weknowthatsomeoneisattackingusfromthatangle,andweinstinctivelyrespondtothe
threatwiththecontroller.
Thesamecanbesaidforgamedevelopmenttools.Ifweusefamiliar
andconsistentshapesandcolors,theuserspendslesstimelearningthetool,andtheywill
knowwhattodoataglance.
FamiliarIcons
Somepeoplebelievethatthesaveiconisoutdatedandshouldbereplaced.
Thetypicalsaveiconrepresentsa3.5″diskette,whichmostpeoplehavenotusedtosavea
filesincethe1990s(seetheleftsideofFigure5.4).Recently,FIGURE5.4Familiaricons
arerecognizedandinterpretedmorequicklythannewdesignsor“ideal”representations.
Design◾75
someofthebestdesignersintheworldtriedtodesignareplacementbutwereunableto
reachaconsensus.*Despitebeingoutofdate,thesaveiconprevailsforoneimportant
reason:becauseourbrainsarebetteratrecognizingafamiliarshapethaninterpretinga
newone,evenifitisamoreappropriaterepresentation.
Considertheiconographyfor“call”onasmartphoneor“traincrossing”
onastreetsign(seethemiddleandrightsideofFigure5.4,respectively).
Wedonotseerotarytelephonereceiversorsteamenginesveryoftenthesedays,yettheir
silhouettesareiconic—pardonthepun—andcontinuetobeusedbecausetheyarethe
mostfamiliarshapesforthoseconcepts.
familiarityoveranewdesign.Althoughtheshapeofaniconmayseem
outofdate,itismoreimportantthattheusercanrecognizeitasopposedtohavingthe
perfectrepresentation.
ColorConsistency
UsersofMicrosoftVisualStudio—oranyothermodernIDE—areaccustomedtotheconceptofcolorsyntax:specifickeywordsusethesamecolorconsistently,
makingiteasytopickoutvariables,functions,andcomments.Thereisnodenyingthat
usingcolortocommunicateinthisway
isanextremelyusefultool:forexample,colormakesiteasiertofixanunterminated
string.Whileweshouldtakeadvantageofusingcolorto
communicatewiththeuser,weneedtoensurethatourtoolsusecolor
consistently,andthatthecolorsmatchexistingstandards.
Forexample,imagineifVisualStudiohadinconsistentcolorsyntax.
Insomecases,variableswouldbeblue,andinothercases,theywouldbegreen.This
wouldfrustrateanyprogrammer.However,manygamedevelopmenttoolsdonotuse
colorconsistently.Inonewindow,anobjectmaybepurple,whileinanotherwindow,it
maybeorange.
InMicrosoftExcel,whenthevalueofacellisnegative,itiscolored
redtoindicateaproblem.Thisisbecauseaccountantswanttoseewheremoneyisbeing
lost.However,imagineifthatcolorwasgreen.Allaroundtheworld,thecolorsgreen,
yellow,andredinsoftwareinterfacesare
acceptedtorepresentOK,caution,anddanger,†soaproblemrepresentedbythecolor
greenwouldseemunnatural.Unfortunately,somegame
*Youcanseethatdiscussionhere:http://branch.com/b/redesigning-the-save-symbollet-s-do-this.
†ThesestandardswereoriginallyrecommendedbytheViennaConventiononRoadSigns
andSignals.Readmorehere:http://en.wikipedia.org/wiki/
Convention_on_Road_Signs_and_Signals.
76◾DesigningtheUserExperienceofGameDevelopmentToolsMorecontrast
Lesscontrast
FIGURE5.5Oureyesareabletoreadtextwithstrongercontrastmorequicklyand
accurately.
developmenttoolsusebrightredinsituationswherethereisnoproblem,leadingto
confusionandconcernamongtheusers.
Todesignaninterfacewithabetteruserexperience,pickcolorsthatareconsistentand
matchexistingstandards.*
Althoughourbrainworkshardtocompensateforthelimitationsofour
eyes,therearesomethingsthatitsimplycannotdo.Toensurethattheuserisabletosee
thevisuallanguagethatwehavedesigned,wemustalsoconsidertheabilityofoureyesto
seecontrast.
Whentheshadefortextandthebackgroundaretooclosetoeach
other,oureyeshavedifficultymakingouttheshapes(seetherightsideofFigure5.5).
Fortunately,therearestandardsforcontrastthatwecanfollowandtoolswecanuseto
ensuremaximumlegibility.†
ANoteonDarkInterfaces
Thepopularityofdarkinterfaceshasincreasedinthelastfewyears,especiallyinthecase
ofcontentcreationtools.OneofthefirsttoolstoadoptadarkinterfacewasAutodesk
Combustion.Othercontentcreationtools
startedincludinga“darkmode,”suchasAdobePhotoshopandAutodesk
3dsmax.WhenAppleannouncedadarkmodeforOSXYosemiteat
WWDC2014,itpromptedcheersfromthecrowd.Now,darkinterfaces
canevenbefoundintoolsthatarenotusedexclusivelybyartists,suchasUnityand
MicrosoftVisualStudio.
Thefactisthatoureyeshavemoredifficultyseeingcontrastwhenlighttextisusedona
darkbackground.Toexperiencethiseffect,tryusingatoolwithaninterfacethatcanbe
switchedbetweendarkandlightonalaptopoutsideonasunnyday,suchasoneofthe
manytoolsintheAdobesuite,ortheUnitygameengine.Whenyouswitchbetweenthe
darkandlightinterfaces,youwillnoticethatyoucanseemoredetailsonthelight
interface.
*Microsoft’srecommendationsforcolorcanbefoundhere:http://msdn.microsoft.com/
en-us/
library/windows/desktop/dn742482.asp.
†HereisalistiftoolsfromtheW3Cwebsitetoverifythatcontraststandardsarebeing
respected:http://www.w3.org/TR/UNDERSTANDING-WCAG20/visual-audiocontrast-contrast.
html#visual-audio-contrast-contrast-resources-head.
Design◾77
However,thisshouldnotleadustoconcludethatlightinterfacesarebetter.Todothis
wouldbetoforgettheimportanceofwatchinguserswork.
Weneedtounderstandcontextinwhichthedarkinterfacewasdeveloped
inthefirstplace:Combustionisatoolforfilmcompositing,typicallyusedinadark
editingroomwithnowindows.Theusersfoundthatalighter
context:workingindarkeditingroomwithnowindows.
Thepointisthatlightanddarkinterfaceseachhavetheirplace,andthebestchoice
dependsonthecontextoftheenvironmentoftheusers.Whenindoubt,givetheusersa
choiceofoneortheother.
INTERACTIONPATTERNS
Oneofthefirstprofessionstounderstandthesignificanceofhumans
interactingwithpatternswasarchitecture.*Throughourlifeexperience,wehavelearned
thataseriesofstackedcubesisaflightofstairsthatcanbeclimbed,andarectanglewith
ahandleisadoorthatcanbeopened.Justlikeavisuallanguage,whenweseethese
shapes,ourbrainrecognizesthepatternandweknowwhattodo.
Thesamegoesforuserinterfaces.Forexample,throughexperience,we
havelearnedthedifferencebetweenradiobuttonsandcheckboxes:one
letstheuserchooseonlyoneoptionatatime,whiletheotherletstheuserchoosemore
thanoneoptionatonce(seeFigure5.6).Whenweseethem,
weknowhowtheyaresupposedtoworkinstantly.
Itmaybetemptingtocreatenewanduniqueuserinterfaceelementsor
behaviorsforexistingcontrols.Thismightbebecausewefeelthatweknowabetterway
fortheusertomanipulatethedata,oritlookslikeaninterestingchalenge.Wemustdo
ourbesttoresistthistemptation.Notonlycoulditresultindecreasedlearnabilityand
efficiency,butitwillalsotakemoretimetocreateandmaintainthecodeforacontrolthat
doesnotalreadyexist.
FIGURE5.6Theimportanceoffollowinginteractionguidelinesandpatterns:themajority
ofusershavelearnedhowaradiobuttonworks(left),andhowitisdifferentfroma
checkbox(right).
*ThebookAPatternLanguagebyAlexander,Ishikawa,Silverstein,etal.isgenerally
regardedasoneofthebestbooksonthepatternsofarchitectureandurbandesign.
78◾DesigningtheUserExperienceofGameDevelopmentToolsGeneral
Modeling
Animation
FIGURE5.7Changingthecurrentview:anon-standardpattern(left)comparedtoa
standardpattern(right).
Forexample,ifyourtoolrequiresacontroltoswitchbetweendifferentviews,itmightbe
appealingtodevelopadialthattheusercanturntosetthecurrentview.Whileitistrue
thatusingadialtoswitchbetweenviewsismorecommonforphysicaldevices,amore
standardizedpatternforadesktopsoftware-basedcontentcreationtoolwouldbetabs(see
Figure5.7).Theyarecommoninsoftwareuserinterfaces,andmostusersarefamiliarwith
them.*
Whileitistruethatthereareraretimeswheretheadvantagesofanewpatternoutweigh
thedisadvantages,weshouldstriveforfamiliarityasmuchaspossible.Thismeans
followingexistinginteractionpatternsguidelines,suchasthosecreatedandmaintainedby
MicrosoftandApple.
Imaginethatweintroduceanewinteractionpatterntoourtool.Thispatternisunfamiliar
toalloftheusersandmustbelearned.Whentheuserseesthepattern,theyspendmore
timeinthethinkandlookphasesoftheactioncycle.Ifthenewpatterndoesnotimprove
theefficiencyofthetool,thismeansthatthenewpatternhasactualymadetheusabilityof
ourtoolworse!
Establishedinteractionpatternsdonothavetobelearned.Weknow
howtheyworkfromexperience.Theyhavebeenstreamlinedovertime.
Ifusedcorrectly,userswilllearnthetoolfaster(becausetheyarefamiliarwiththe
interface)andbemoreefficient(becausetheycanjumpbackandforthbetweendifferent
toolswithouthavingtoadjustthewaytheywork).
WhoEstablishesInteractionPatterns?
Aninteractionpatternbecomesastandardbecauseitworkswell.Justasourbrain’sability
toseevisualpatternsevolvedtokeepusfrombeing
*Thisisalsodependentontheplatform.Forexample,totoggleavalueonandoff,a
switchcontrolismorecommonintabletsandsmartphones,whileacheckboxismore
commonindesktopsoftwareapplications.
Design◾79
eatenbyasaber-toothedtiger,interactionpatternssurvivebecausetheyhaveproventobe
someofthemosteffectiveandwell-establishedsolutionstoagivenproblemwithina
specificcontext.
Itisunusualfornewinteractionpatternstobeestablishedbyanyone
otherthanbigcompaniessuchasApple,Microsoft,andAdobe.*Because
theyhavesuchalargemarketshare,manypeopleareexposedtotheir
productsandbecomefamiliarwiththeirinteractionpatterns.†
TherearetimeswhenApple,Adobe,andMicrosoftdeviateslightlyfrom
theirownguidelines.However,thevastmajorityoftheirapplicationsfollowthe
guidelinesandusethesamepatternsconsistently.Weshoulddo
thesame.Iftheinteractionpatternsarestandardized,userscanfocusoncreatingcontent,
insteadoflearninghowtousetheinterface.
HowtoChoosetheRightInteractionPattern
IfyouhavereadthebooksDesignPatterns:ElementsofReusableObject-Oriented
SoftwarebyGamma,Helm,Johnson,andVlissidesorCodeCompletebySteve
McConnell,youknowthatdesignpatternsareasolutiontoaproblemwithinagiven
oneisbesttouse.
Forexample,whentheproblemischoosingoneuniqueoptionfroma
list,andthecontextisthattherearebetweentwoandsevenoptions,theMicrosoft
guidelinessuggestusingradiobuttons.However,inthecontextthattherearemorethan
sevenoptionsandnotalotofspacetodisplaythem,adrop-downissuggested.‡(See
Figure5.8.)
Manyguidelinesderivefromthisformattohelpyouchoosetheright
interactionpattern.Whenindoubt,implementitandwatchtheusers
workwithit.
*TheguidelinesforMicrosoftWindowsandAppleOSXcanbefoundbelow.Tothebest
ofmyknowledge,thedesignguidelinesforAdobeproductsarenotpubliclyavailable.
http://msdn.microsoft.com/library/windows/desktop/dn688964.aspx
https://developer.apple.com/library/mac/documentation/UserExperience/Conceptual/
AppleHIGuidelines/Intro/Intro.html
†Insomeways,Apple’skeynotepresentations—watchedbymillionsofpeopleallover
theworld—
areatrainingsessiononhowtousetheirproducts.Thiscanhaveahugeimpactonthe
perceptionofhoweasytolearntheirproductsare!
‡Seetheguidelinesonradiobuttonshere:http://msdn.microsoft.com/en-us/library/
windows/
desktop/dn742436%28v=vs.85%29.aspx.
80◾DesigningtheUserExperienceofGameDevelopmentTools1
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2
2
1
3
3
2
4
4
3
5
4
6
6
56
7
7
7
8
8
FIGURE5.8Anexampleofhowguidelineshelptodeterminewhentouseradiobuttons
versusadrop-downmenu.
WhattoDoifaPatternDoesNotExistintheGuidelines
Theremaybetimeswhentheuserinterfacecontrolthatyouneeddoes
notexistintheMicrosoftorAppleguidelines.Inthiscase,thenextbestthingtodoisto
findasmanyexamplesofothersimilarcontrolsinothersoftware,andlookforsimilarities
inthelookandfunctionality.
Forexample,MicrosoftandApplemaynothaveguidelinesforacontrol
thatresizesatwo-dimensionalobject.However,ifyoucomparealmost
anyimagemanipulationsoftware(especiallythosemadebyAdobe),you
willseethatarectanglearoundoneormoreselectedobjects,withhandlesatthefour
cornersthatyoucandragtoresize,isacommonpatternthatwillbefamiliartomostusers.
HIERARCHY
Intheworldofgraphicdesign,hierarchycanbeusedtodrawtheuser’sattentiontoa
specificpartoftheinterface.Thiscanbeusefulifyoumustshowalotofinformationin
yourinterface,butyouwanttheusertofocusonaspecificpartthatwillhelpthemto
accomplishtheirgoals.
HowCanHierarchyImproveUsability?
Efficiency
Byusinghierarchy,wecaninfluencetheuser’sgaze.Thiscanreducetheamountoftime
spentinthelookphaseoftheactioncyclewhiletheuserisscanningtheinterfacetofind
whattheyarelookingfor.
Learnability
Wecanusehierarchytoattracttheuser’seyetospecificpartsoftheinterface,makingit
easierforbeginnerstofindthebasicfunctionstheyarelookingforwhenseeingthetool
forthefirsttime.
FIGURE5.9Exampleofhierarchy,fromlefttoright:position,thickness,size,and
contrast.
UnderstandingHierarchy
Likeavisuallanguage,hierarchyusesshapeandcolortoinfluencewheretheuserlooks.
Hierarchyisdefinedbyfourproperties:position,thickness,size,andcontrast(seeFigure
5.9,fromlefttoright).
Position
Objectsthatareplacedclosetoeachotherareconsideredgrouped.Thisalsomeansthat
objectswithalotofwhitespacearoundthemwillstandout,attractingtheuser’sattention
firstrelativetotheotherobjects.
Thickness
Thickerobjectsareoftenseenashavingmoreimportanceandwilltypicallybenoticedbeforethinnerobjects.Agoodexampleofthisisboldtextversusregular
text.
Size
Asingleobjectthatisadifferentsizecomparedtotheotherobjectsarounditislikelyto
benoticedfirst.Thefineprintinanadvertisementisagoodexampleofthis.The
advertiserswantyoutonoticethetextintheadfirst,notthefineprint!
Contrast
Wetendtonoticeobjectsthathavemorecontrastfirstandthenother
objectswithlesscontrastafter.Infact,newbornbabiesseeextremecontrastbeforethey
canseesubtlecontrast,whichiswhymanybabytoyshavehighlycontrastedshapesand
colors.
WhatAreExamplesofPatternsThatUseHierarchy?
TheGoogleweathercardisanexcellentexampleofhierarchy(see
Figure5.10).Iftheuser’sgoalistoseethecurrenttemperature,thedesignisveryefficient
atusingallfourelementsofhierarchytodrawtheuser’s
82◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.10The
GoogleWeathercarduseshierarchytohelptheuserfocusonthemostimportant
informationfirst.GoogleandtheGooglelogoareregisteredtrademarksofGoogleInc.,
usedwithpermission.
attentiontothatinformation.Thecurrenttemperatureisbyitself,sur-roundedbywhite
space(position),itisbiggerandbolderthantheothertext(sizeandthickness),anditis
100percentblackon100percentwhite(contrast).Allofthesepropertiesincombination
influenceoureyestolookatthecurrenttemperaturefirstandthenscantherestofthe
interfaceafter.
AsyoucanseeinFigure5.11,newe-mailsinGmailfeaturetwopropertiesofhierarchy:theyarebold(thickness)andarewritteninblacktextonFIGURE5.11
TheGmailinboxuseshierarchytomakeunreadmessagesstandout.Googleandthe
GooglelogoareregisteredtrademarksofGoogleInc.,usedwithpermission.
Design◾83
awhitebackground(contrast).Bycomparison,reade-mailsarenotboldandarewritten
inblacktextonagraybackground.Allofthisdrawsyoureyetothenewe-mails.
CONSTRAINTS
Constraintsimposelimitsonwhattheusercando.Theirpurposeisto
protecttheuserfrommakingmistakes,allowingthemtofocusontheir
workwithouthavingtoworryaboutthelimitations.
Efficiency
Withoutconstraints,theusermaytrytodosomethingthatwillresultinanerror.Because
ofthis,theywillspendalotoftimeinthethinkphasetryingtounderstandwhysomething
isnotworking.Furthermore,limitingtheuser’schoicesmeanstheyspendlesstimeinthe
lookphaseconsideringoptionsthatarenotallowedanyway.
Learnability
Limitingtheuser’soptionsalsomeansthattheyhavelesstolearn.Theconstraintsmakeit
clearwhatcanandcannotbedone.
UnderstandingConstraints
Whenwearedeeplyinvolvedinthecreationofatool,wesometimesforgetthatnotall
usersareawareofthesystem’stechnicallimitations.Userswilltrythingsthatwenever
thoughtpossible.
Whenusersmakemistakes,notonlydoesitaffecttheirefficiency,but
itcanalsomakethemfeelfrustratedandhesitanttoexploretherestofthetool.
Furthermore,constraintscanprotectbadassetsfrombeingshared
withtherestoftheproductionteam—whichaffectseveryone’sproductivity.Goodconstraintsmaketheusersmoreconfidentaboutusingthetool,sotheycan
focusoncreatingcontent.
WhatAreGoodConstraints?
Someconstraintshavethebestintentionstoprotecttheuserbutstill
allowthemtomakemistakes.Forexample,USBcablesuseasmallpiece
ofplastictopreventtheuserfrompluggingitinthewrongway(seetheleftsideofFigure
5.12).However,thismerelyactsasaguide,anditisnotguaranteedtowork.Asyoumay
haveexperienced,sometimesittakes
multipleattemptsofpluggingandflippingtoinsertaUSBcableproperly.
84◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.12The
USBcableandLightningcabledemonstratedifferenttypesofconstraints.
Thereareotherexampleslikethis,suchasjumpercablesorcomponent
Oneofthebestexamplesofacablethattrulyprotectstheuserfrom
makingamistakeistheAppleLightningcable(seetherightsideof
Figure5.12).UnliketheUSBcabledesign,thereisnowrongwaytoplugitin.Youplugit
inwhicheverwayyouwant.Evenbetter,theedgesarerounded,helpingtoguidetheplug
intothechargingport.Constraintsthatprotecttheuserwithouthavingtothinkmakefora
betteruserexperience.
WhatAreExamplesofPatternsThatUseConstraints?
Averybasicconstraintcouldbetheuseofasliderinsteadofanumericinputboxwhen
thevaluehasaminimumandmaximumvalue(seeFigure5.13).
Byaddingaslider,itisimpossiblefortheusertoenteranincorrectvalue.
Furthermore,thesliderisafamiliarinteractionpattern,andusersexpectittolimitthe
rangeofvaluesthatcanbeentered,*asopposedtoanumericinputboxthatsometimes
rejectsorreadjuststhevalue.
0
–7+
+
–
0
–
10
12+
+
–
10–
5
5
+
+
–
5
–
FIGURE5.13Slidershaveclearconstraints(left),asopposedtonumericinputboxeswith
minimumandmaximumvalues(right).
us/library/
windows/desktop/bb226811%28v=vs.85%29.aspx.
Design◾85
FIGURE5.14TheInspectorintheUnityEngineusesconstraintstoensurethatascript
canonlybeaddedwhereitisallowed.
Anotherexampleofconstraints:limitingwhereanobjectcanbe
draggedanddropped.Forexample,intheUnitygameengine,youcan
onlydraganddropascriptontheScriptinputofaGameObject(seethetopofFigure
5.14).Thismakesitimpossibleforausertoinsertascriptfileinthewrongplace,suchas
atexturemapinput(seethebottomof
Figure5.14).*
Aninterfacewithgoodnaturalmappingmeansthattheplacementofthe
controlsmatchestheactionsthattheyperform.Forexample,buttonsto
moveobjectsleftandrightareplacedtotheleftandrightofeachother,insteadoftopand
bottom.
*YoucanfindguidelinesfordraganddropinOSXhere:https://developer.apple.com/
library/
mac/documentation/userexperience/conceptual/applehiguidelines/
TechnologyGuidelines/
TechnologyGuidelines.html#//apple_ref/doc/uid/TP30000355-SW9.
86◾DesigningtheUserExperienceofGameDevelopmentToolsHowCanNatural
MappingImproveUsability?
Efficiency
Badnaturalmappingcanaffectallthreephasesoftheactioncycle.Theusermustspend
moretimeinthelookphasetoreadthespecifictextonbuttonlabels,insteadofquickly
glancingattheiroverallposition.Theusermustalsospendmoretimeinthethinkphase,
consideringwhatthelabelofeachbuttonmeans.Finally,itisalsopossiblethattheact
phasecouldbedelayedastheusertriesdifferentcontrolsuntiltheygettherightone,due
tothepositionofthecontrolsfeelingunnatural.
Learnability
Naturalmappingcanalsoimprovelearnability.Ifcontrolsarelaidoutinawaythat
matchestheactionthattheyperform,aswellastheuser’smentalmodel,theuserwill
understandhowthecontrolsworkmuchfaster.*
UnderstandingNaturalMapping
Acommonkeyboardconfigurationforfirst-personshootergamesis
WASD:pressingthe“w”keymovesyouforward,“s”movesyouback,and
the“a”and“d”keysstrafeleftandright(seetheleftsideofFigure5.15).
Becausethemovementisrelativetothepositionofthekeys,thisisanexampleofgood
naturalmapping.
Instead,imagineifthe“w”and“s”keysstrafeleftandright,andthe“a”
and“d”keysmoveforwardandbackward(seetherightsideofFigure5.15).
Whenyouropponentfiresarocketatyou,andyoupressthe“a”keyexpectingtogoleft,
insteadyouwalkrightintoitandexplodeintoaludicrousamountofgiblets.Youcan
imaginehowfrustratingthatwouldbe!
W
W
A
S
D
A
S
D
FIGURE5.15ThestandardWASDkeyconfigurationforfirst-personshooters.
*Furthermore,whenitcomestomemorability—theabilitytorememberhowtousethe
toolafternothavinguseditforawhile—userstendtorememberthegenerallocationofa
controlfirst(leftside,rightside,ormiddleofthetoolbar),andthenthelabel/icon
associatedwiththatcontrol.
Design◾87
Movingforwardwiththe“a”keydoesnotfeelnatural,becauseitisto
theleftoftheotherkeys.Thiswouldbeanexampleofbadnaturalmapping.
WhatAreExamplesofPatternsThatUseNaturalMapping?
TheColorSetEditorwindowinAutodeskMayashowsanexampleofgood
naturalmapping.The“MoveUp”and“MoveDown”buttonsarepositioned
relativetotheactionsthattheyperform(seetheleftsideofFigure5.16).
AnothergoodexampleistheConnectionEditorwindow.Allofthe
buttonsthatarerelatedtotheleftarepositionedontheleft,andallofthebuttonsthatare
relatedtotherightarepositionedontheright(seethemiddleofFigure5.16).
However,therearetimeswhenlimitedspacecanleadtocompromises
tonaturalmapping,ascanbeseenintheLayersEditor.Thebuttonsformovinglayersup
anddownareplacedsidebyside(seetherightsideofFigure5.16).Thisisnotideal
naturalmapping.
REPRESENTATION
Representationisatechniquethatcanbeusedtohelpusersmakequickerdecisions
withoutincreasingtimespentinthethinkphaseoftheactioncycle(suchasdoing
calculationsintheirheads).Itisoftenmostusefulwhentheuserinterfacedoesnotmatch
theuser’smentalmodel.
HowCanRepresentationImproveUsability?
Efficiency
Iftheuserhastodocalculationsintheirhead,theywillspendalotoftimeinthethink
phase.Bypresentingcomplexconceptsinasimpleway,theycanspendmoretimeinthe
actphase,increasingtheirefficiency.
Learnability
touseit.Byusingrepresentationtomatchtheuser’smentalmodel,theinterfacemore
closelyresembleshowtheusersthink,making
iteasiertolearn.
UnderstandingRepresentation
TheNumbersGame
Tounderstandhowwecanuserepresentation,wewillplayagame.You
canalsoplaythiswithafriendtoexplaintheconceptofrepresentation.
88◾DesigningtheUserExperienceofGameDevelopmentToolseprinted
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Design◾89
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8+2+5=15
FIGURE5.17Anexampleofthenumbersgame.
First,oneplayerwritesdownthenumbers1through9onapieceof
paper.Eachplayertakesaturnchoosinganumber.Theyannounceitto
theotherplayerandthencrossitoffthelist.Onceanumberischosen,itisnolonger
available.
Thegoalofthegameistokeeppickingnumbersuntiloneplayercan
addupthreeoftheirnumberstomakeatotalof15.Forexample,thegamecouldgolike
this(seeFigure5.17):
1.PlayerApicks8
2.PlayerBpicks6
3.PlayerApicks4
4.PlayerBpicks3
5.PlayerApicks2
6.PlayerBpicks9
7.PlayerApicks5
8.Thegameisover:PlayerBpicked8,4,2,and5.Theycanmake15byaddingupthe
numbers8,2,and5.
Doesthatsoundsalittlebitcomplicated?Now,imagineplayingthe
gamewithoutwritinganythingdown,andcalculatingthenumbersin
yourhead!Addtothatthefactthatyoualsohavetorememberifyour
opponentalreadypickedaspecificnumber.
Tic-Tac-Toe
Bycomparison,thisgameisverysimple:youandyouropponenttaketurnsplacingX’s
andO’sonathree-by-threegrid,andthefirstplayertogetthreeX’sorO’sina
horizontal,vertical,ordiagonallinewins(seeFigure5.18).Thisisagamethatanyonecan
learninsecondsanddoesnotrequiredoinganycalculationsinyourhead.
90◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.18An
exampleoftic-tac-toe.
MagicSquare
Hereiswhereitgetsinteresting:whatifItoldyouthatthetwogameswejustsaw—the
numbersgameandtic-tac-toe—areactuallythesamegame?
Amagicsquareisathree-by-threegrid,witheachspacecontaininga
differentnumberfromonetonine.Ifyouaddupthenumbersdiagonally,vertically,and
horizontally,youalwaysendupwith15(seeFigure5.19).
Now,thinkbacktothenumbersgame,andhowcomplicateditis:
rememberingyourownnumbers,doingmathinyourhead,andevenhavingtorememberwhatnumbersyouropponentpicked.Now,ifyousimply
playtic-tac-toewithamagicsquare,youcanpickthreenumbersthatadduptoexactly
15inamatterofseconds,withlittleeffort.
Thatisthepowerofrepresentation:presentingtheuserinterfacein
suchawaythatitsimplifiesacomplexconcept,allowingtheusertomakedecisionsmore
quicklyandeasily.
WhatAreExamplesofPatternsThatUseRepresentation?
InpreviousversionsofMicrosoftOffice,youhadtouseaninterfacesimilartotheone
youseeontheleftinFigure5.20ifyouwantedtoinsertanewtable.
Thisinterfacerequiresyoutovisualizethetableinyourhead,think
abouthowmanyrowsandcolumnsyouwantittohave,andthentranslate
thatintothenumbersthatyouenterintothe“Numberofcolumns”and
“Numberofrows”fields.
8
1
6
3
5
7
15
15
4
9
2
FIGURE5.19Anexampleofamagicsquare.
Design◾91
FIGURE5.20AnexampleofusingrepresentationtoinsertatableinMicrosoftOffice.
UsedwithpermissionfromMicrosoft.
NewerversionsofMicrosoftOfficeprovideaninterestingexampleof
representationtobuildyourtable.Thisdesignallowstheusertomove
theirmouseinsideagridtosetthenumberofrowsandcolumnsfortheirtablevisually,
whichmatchesmostusers’mentalmodelofwhatatableismuchmoreclosely(seethe
rightsideofFigure5.20).
Usingthistechniquedoeshaveasmalldownside:itlimitsthetotal
numberofrowsandcolumnstheusercanchoose.Thislimitislikely
basedonthemaximumnumberofcolumnsandrowsthattheaverage
userneeds.Fortheedgecaseofanexpertuserwhoneedstogobeyond
themaximum,the“InsertTable…”menuitemisstillavailablejustbelowthegrid(seethe
rightsideofFigure5.20,nearthebottom).*
FEEDBACK
offeedbackincludewhatthetoolisdoingnow,whatjusthappened,and
howmuchtimeisleftinaparticularprocess.
*Iftheuserneedshundredsofcellsinatable,maybeMicrosoftWordisnottherighttool,
andtheyshouldbeusingatoolthatdoesonething(spreadsheets)reallywell:Microsoft
Excel.
92◾DesigningtheUserExperienceofGameDevelopmentToolsHowCanFeedback
ImproveUsability?
Efficiency
Feedbackhelpsindirectlywithefficiencybecauseitletstheuserknowiftheycando
somethingelsewhiletheyarewaiting.Furthermore,theuserislesslikelytoforceclosean
application,requiringthemtoredoanyworkthattheymayhavelost.
Learnability
In-contextfeedbackthroughcarefullywordedmessagescanhelptheuserlearnhowthe
toolworksmorequicklyandmakethemmoreconfidentin
theirunderstandingofthetool.
UnderstandingFeedback
Whentwohumansengageinconversation,thereisanexchangeofinformation.Onepersonspeaks,andtheotherlistens.Whenonepersonis
donespeaking,theotherpersonreplies.Weareaccustomedtothisfrom
yearsofsocialinteraction.
Forexample,aback-and-forthconversationmightgosomethinglike
this:
Mario:Hello,Luigi.It’s-ame,Mario!Howareyoutoday?
Luigi:Iamdoingwell.Howareyou?
Mario:Iamdoingverywell,thankyouforasking!
Now,imagineaconversationlikethis:
Mario:Hello,Luigi.It’s-ame,Mario!Howareyoutoday?
Luigi:Iamdoingwell.Howareyou?
Mario:…(staresatLuigi)
Luigi:Mario?
Mario:…(continuesstaringatLuigi)
Luigi:Mario,hello?
Mario:…(blinksonce)
Thatwouldmakeforaveryawkwardconversation.Ashumans,wearenot
accustomedtointeractionslikethis.Weexpectanalmostinstantaneous
confirmationofourpresenceinoursocialinteractions.WecannotfaultLuigiforwalking
away.
Design◾93
Likewise,asyouwillrecallfromChapter4,aninteractionbetweena
humanandcomputerisaback-and-forthprocess.Thehumanperforms
anaction,andthecomputerresponds.Thehumanseeswhatthecomputer
did,andtheyperformthenextaction.
However,toooften,theinteractionbetweenhumansandcomputers
resemblestheawkwardsocialinteraction:thehumanperformsanaction,
butthecomputerdoesnotrespond.Worsestill,theusermaythinkthat
theprogramhascrashedandcloseit,losingallunsavedwork.
Now,imagineathirdconversationlikethis:
Mario:Hello,Luigi.Howareyoutoday?
Luigi:Iamdoingwell.Howareyou?
Mario:Justamoment,letmethink…
Luigi:Sure,Icanwait.
Mario:…
Luigi:Areyoustillthinking?
Mario:Yep,justgivemeaminute.
Luigi:OK!Noproblem.Thanksforlettingmeknow.
Mario:Sorryaboutthat.Iamdoingverywell,thankyouforasking!
Thisinteractionislessawkward.LuigiknowsthatMarioisstillparticipat-inginthe
conversationbutthatheisnotreadytorespondquiteyet.Luigiisunlikelytowalkaway.
AcceptableResponseTime
JakobNielsen,whomwespokeaboutinChapter4,publishedabookin
1993titledUsabilityEngineeringwherehedescribesthreeimportantlimitswhenitcomes
toacceptableresponsetimes,withrecommendationson
whenfeedbackisrecommended:*
•At0.1second,theusers“feelthatthesystemisreactinginstantaneously”andnofeedbackisnecessary.
uninterrupted.”Theuserwillnoticethedelayandwill“losethefeelingofoperatingdirectlyonthedata,”whichcanmakethetoolfeel
sluggish.Inthiscase,awaitcursorisrecommended.
*Hereisanarticlewithasummaryoftheinformation:http://www.nngroup.com/articles/
response-times-3-important-limits/.
94◾DesigningtheUserExperienceofGameDevelopmentTools
•10secondsis“thelimitforkeepingtheuser’sattention.”Foranythinglonger,theuser
willforgetwhattheyweredoing,whichcouldaffect
theirefficiency.Inthiscase,usersshouldreceivefeedbacktoconfirmthatthecomputeris
working,andanestimateofhowmuchlonger
theyneedtowait.Usingaprogressbarisidealinthissituation.
PerceivedWaitTime
In1985,whilehewasstudyingattheUniversityofTorontounderBill
Buxton,BradAllanMyerspublishedapapertitled“TheImportanceof
Percent-DoneProgressIndicatorsforComputer–HumanInterfaces.”*
ThepaperdescribesMyers’sresearchonhowprogressbarsaffectourperceptionoftime.
Inhisexperiment,heaskedpeopletoperformdatabase
searches,someofwhichhadprogressbarsandsomeofwhichdidnothavethem.The
resultsofthestudyindicatethattheparticipantsfeltmoreconfidentinthedatabase
searcheswithprogressbars.
TheBenefitsofGivingtheUserFeedback
Aswecanseeinthepreviousexamples,givingtheuserfeedbackwitha
progressbarcanhelpinmultipleways.Itconfirmstotheuserthatthetoolisstillworking
—whichstopsthemfromforcingittocloseandpotentiallylosingunsavedwork—and
givesthemtheconfidencetodosomethingelse
whiletheyarewaiting,whichincreasestheiroverallefficiency.
Furthermore,inChapter1welearnedhowoneofthequalitiesofagood
userexperienceiswhentheinteractionis“morehuman.”Ifwecompare
ourawkwardconversationexamplefrombeforetoalongwaitwithouta
progressbar,wecanseehowwaitingwithoutfeedbackcanresultina“lesshuman”user
experience.
FeedbackOverload
Oneofthedangersoffeedbackisthatitcanquicklyturnintomorenoisethansignal.If
yougivetheusertoomuchfeedback,theyarelikelytostartignoringallofitandmiss
thatknowledgetofilterthefeedbackyouprovide.Ifyouarenot,thefeedbackislikelyto
beoverloadedwithinformationthatmaybeimportantfortheconceptualmodel,butnotto
theuser.
*Notetheterm“percent-doneprogressindicators”—atthetime,progressbarsdidnot
existasweknowthemnow.Youcanfindthepaperhere:http://dl.acm.org/citation.cfm?
id=317459.
Design◾95
FIGURE5.21TheprogressbarinWindowsgivesfeedbackontheprogressofalargefile
beingpasted.UsedwithpermissionfromMicrosoft.
WhatAreSomeExamplesofPatternsThatUseFeedback?
ProgressBar
Progressbarsindicatetheprogressofataskandgiveusasenseofhowmuchofthetaskis
left.*PerhapsoneofthemostrecognizedisthecopyprogressbarinMicrosoftWindows
(seeFigure5.21).†
Someprogressbarslockthetoolwhiletheyarerunning.However,some
canshowaprogressbarwhilestillallowingtheusertocontinueworking.
AgoodexampleofthisisAdobeAudition:whenrunningamultitrack
mixdown,theeditorislockedandapie-chartprogressindicatorappears,withthe
estimatedremainingtime(seeFigure5.22).However,theuser
canstillworkonotheraspectsoftheuserinterfacewhiletheyarewaiting.
WaitCursor
Showingawaitcursornexttothemousehastheadvantageofbeingeasierfortheusertonotice,astheireyesarelikelyalreadyonthemouse.
However,sincemostwaitcursorsdonotshowprogress,itisbesttousethisoptionwhen
thewaittimeisrelativelyshort.
FEED-FORWARD
theiractionsafterthefact,theuserseeswhatwillhappenbeforetheycommittoanaction.
Thisgivesthemtheoptionofchanging
theirmind,whichisespeciallyusefuliftheactionisdestructiveorcomplicatedtoreverse.
*Someresearchevensuggeststhatanimatedpatternsoverlaidontopoftheprogressbar
canmakeitfeelasthoughitismovingfaster!http://chrisharrison.net/projects/
progressbars2/
ProgressBarsHarrison.pdf.
†Microsoft’sguidelinesforprogressbarscanbeseenhere:http://msdn.microsoft.com/
en-us/
library/windows/desktop/dn742475%28v=vs.85%29.aspx.
96◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.22An
integratedprogresspie-chartgivesfeedbackontheexportprogressinAdobeAudition.
Adobeproductscreenshot(s)reprintedwithpermissionfromAdobeSystemsIncorporated.
HowCanFeed-ForwardImproveUsability?
Efficiency
Feed-forwardisespeciallyhelpfulinreducingtheamountoftimespentinthethink
phase.Thereisnoneedtowonderwhatisgoingtohappen,asyousimplyseeitbefore
youchoosetocommit.
Learnability
Feed-forwardisanextremelyeffectivelearningtechnique.Previewingwhatwillhappen
alowstheusertolearnwhatafeaturedoesinstantlyandwithlessrisk,whichalsoinvites
themtoexploretheotherfeaturesofthetool.
UnderstandingFeed-Forward
Whiletheconceptoffeedbackinuserinterfacesiswellknown,feedforwardislessso.*Researchsuggeststhatwhenpeoplemakeadecision,theirbrain
“previews”theoutcomeoftheirchoicestoassistinchoosingthecorrectaction.†Ina
sense,feed-forwardhelpsuspreviewdecisionsinthesamewaythatourbraindoes.
comesfromTomDjajadiningrat,inhispaper“ButHow,Donald,TellUsHow.”Ifyou
haveaccesstotheACM
DigitalLibrary,youcanreadthearticlehere:http://dl.acm.org/citation.cfm?id=778752.
†Youcanreadmorehere:http://en.wikipedia.org/wiki/
Feedforward,_Behavioral_and_Cognitive_
Science.
Design◾97
WhatAreExamplesofPatternsThatUseFeed-Forward?
Agoodexampleofapatternthatusesfeed-forwardistheStylessectionoftheribbonin
MicrosoftWord.Byhoveringtheirmouseovereachstyle,theusercangetapreviewof
whattheirtextwilllooklikewiththestyleapplieddirectlyintheirdocument(seethetop
ofFigure5.23).However,theydonothavetocommittothedecision.Iftheyarenot
satisfied,theysimplymovethemousetoanotherstyle(seethemiddleofFigure5.23)
oroutoftheStylessectioncompletely(seethebottomofFigure5.23).
However,oncetheyfindthestyletheylike,theycanclicktocommittoit.Thisismuch
moreefficientthanapplyingastyle,undoing,applyingastyle,undoing,andsoon.
WhenattemptingtodraganddropamaterialontoobjectsintheUnity
gameengineviewport,theobjectsunderthemouseareshownwiththe
materialinstantly,asopposedtoonlyafteryoureleasethemousebutton(seeFigure5.24).
Thenumbersthatindicatehowmanyitemsareinsideafolderisanother
exampleoffeed-forward.Forexample,thefolderlistinGmailshowshowmanyunread
mailitemsthereareineachcategory(seeFigure5.25),allowingtheusertoskipover
foldersthatdonotcontainunreaditemsinsteadoftakingthetimetocheckeachone.
GROUPING
Groupingisthetechniqueofassociatingsimilarterms,concepts,orcommandstogetherin
awaythatmatchestheuser’smentalmodel.
HowCanGroupingImproveUsability?
Efficiency
Bygroupingrelateditemstogether,theusercanscanthroughalistofitemsandfindwhat
theyarelookingformorequickly,reducingtheamount
oftimespentinthelookphase.Thiscouldalsoreducethethinkphase,becausefewer
itemstolookatmeanfeweritemstothinkabout.
Learnability
Groupingcanmakeatooleasiertolearnbecausetheinterfaceisorganizedinalogicalwaythatmatcheshowtheuserthinks,allowingthemtoadapttoitfaster.
98◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.23Using
feed-forwardtopreviewchangestoformattinginMicrosoftWord.Usedwithpermission
fromMicrosoft.
Design◾99
FIGURE5.24Feed-forwardallowstheusertopreviewhowamaterialwillchangethe
lookofanobjectintheUnityEnginebeforecommittingtothechange.
100◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.25FeedforwardgivestheuserinformationaboutthecontentsofafolderinGmailwithout
requiringthemtoclickonit.GoogleandtheGooglelogoareregisteredtrademarksof
GoogleInc.,usedwithpermission.
UnderstandingGrouping
Groupingisoneofthemanytechniquesthatmakeupthedisciplineof
informationarchitecture.Themostimportantfactorindetermininghow
terms,concepts,andcommandscanbegroupedisbyunderstandingthe
user’smentalmodel.
Forexample,byusingseparators,menuitemscanbeorganizedto
reflecthowtheuserassociatesthem.Thisallowstheusertoskipthemenuitemsthatare
notapplicabletotheirimmediategoalsandfindwhattheyarelookingforfaster.
Somepeoplemaylookattheconceptofgroupingmenuitemsandsay,
“Well,that’sjustassociatingsimilarcommandstogether!”Thatmaybe
true,buthowtheyareassociatedisnotalwaysobvious.Wemayhavean
opiniononhowthemenusshouldbeorganized,butwecouldbeinfluencedbythewaythedataisorganizedinthecode,andnothowtheuserthinksaboutit.
Tohelpusdeterminehowtogroupinformationfromthe
user’sperspective,wecandoacardsort.
UsingaCardSorttoDetermineGroups
InChapter4,welearnedabouthowcardsortingcanhelpusunderstand
theuser’smentalmodel.Thewayinwhichauserassociatesmenuitemsisalsopartof
ontoasetofcards,andaskingtheusertoorganizethem,wecangeta
muchbetterideaastohowtheyassociateeachofthecommands.
Whenyouaredone,studytheresultsandlookforcommontrends.For
example,didthemajorityofusersputallofthecommandsthatcreate
polygonandNURBSprimitivestogether,ordidtheycombinethecreatepolygonprimitivesandpolygoneditingtoolstogetherintoonegroup?
Design◾101
Afterward,youcantransformthegroupsintotop-levelmenusandthe
Thisprocesscanbeappliedtowindowmenus,contextualmenus,toolbars,andsoon.
WhatAreExamplesofPatternsThatUseGrouping?
ThemenuitemsinAutodeskMayaaregroupedinsuchawaythatmatches
theuser’smentalmodel(seeFigure5.26).Forexample,eventhoughthe
FIGURE5.26TheMeshmenuinAutodeskMayademonstratesthetechniqueofgrouping.
AutodeskscreenshotsreprintedwiththepermissionofAutodesk,Inc.
102◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.27
GroupingisusedtoorganizecommandsintheMicrosoftOfficeribbon.Usedwith
permissionfromMicrosoft.
“Smooth”commandaddsnewverticestotheselectedmesh,andthe
“AverageVertices”commandmovesvertices,theyaregroupedtogether
becausetheyarebothrelatedtogivingthemeshasmootherappearance.
Inaddition,allofthecommandsrelatedtotransferringinformation
fromonemeshtoanotheraregroupedtogether.Iftheuserisscanningthelistof
commandsandisnotplanningtotransferinformation,theycan
skipoverthatwholesectiontothenextgroup.
TheMicrosoftribbonshowsyetanotherexampleofgrouping.Atthe
toplevel,thecommandsintheribbonareorganizedintotabs.Forexample,allcommandsrelatedtoinsertingchartsorexternalresourcestoaMicrosoftWord
documentcanbefoundunderthe“INSERT”tab.Ifthe
userwantstoinsertacharttotheirdocument,theycanquicklyskipoverthe“VIEW”or
“REFERENCES”tabs,astheydonotcontainthecommandstheyarelookingfor(seethe
topoftheribboninFigure5.27).
Onelevelbelowarethesections.Ifwereturntotheexampleofthe
“INSERT”tab,wehaveaseriesofsectionsfordifferentelementsthatcanbeinserted:
Pages,Tables,Illustrations,andsoon(seethebottomoftheribboninFigure5.27).These
aregroupedtogetherinawaythattheaverageusermayexpect.Thisway,iftheuseris
lookingtoinsertanillustration,theycanskipoverallofthecommandswithinthe“Pages”
and“Tables”
CHUNKING
Youmayhaveheardthestatisticthatpeopleareabletorememberseven
itemsatonce,plusorminustwo.Thisnumbercomesfromresearchby
GeorgeA.Millerin1956andisoftenreferredtoas“Miller’sLaw.”*
*YoucanreadmoreaboutMiller’sLawhere:http://en.wikipedia.org/wiki/
Miller%27s_law.
Design◾103
However,newresearchsuggeststhatthisnumberisclosertofour,plus
orminustwo.ThereasonthatMiller’snumberswerehigheristhathis
researchsubjectswereabletoclumpsimilaritemstogether,makingthemeasierto
remember.Thisbehaviorisknownas“chunking.”
HowCanChunkingImproveUsability?
Efficiency
Iftheinformationisorganizedinaconsistentway,theusercanrememberandinterpretit
moreeasily,resultinginlesstimespentinthethinkphase.
Learnability
Iftheinformationisorganizedinsuchawaythatmatchestheuser’smentalmodel,
learnabilitycanbeimproved.
UnderstandingChunking
Tofeelthedifferencethatchunkingcanmake,wewillplayamemory
game.StudytheimageoflettersandnumbersinFigure5.28fortenseconds,andtrytorememberasmanyasyoucan.
Afterthetensecondsareup,closethebookandgetapieceofpaperandapen.First,write
downhowmanylettersandnumbersyouthinkthat
therewere.Next,trytowritedownasmanyofthelettersandnumbers
youcanremember.Whenyouareaready,turntothenextpage.
InFigure5.28,youcanseetheexactsamelettersandnumbersasin
Figure5.29.Imaginethatyouwereaskedtostudythosesamelettersandnumbersforten
seconds,butinthisconfiguration.Howmanydoyou
thinkyouwouldbeabletorecall?Wouldyougetthemallright?
Thefactthatitiseasierforyoutorememberthosesamelettersand
numbersthiswayisanexampleofchunking:Youhaveapredefinedstructureinyourbrainfortheshortenednamesofthesevideogameconsoles.Itiseasierto
groupthemtogetherinalogicalwaythatmakessensetoyou.
FIGURE5.28Memorygame.
104◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.29
Memorygame,withchunking.
WhatAreExamplesofPatternsThatUseChunking?
ContentcreationtoolsallowuserstoworkwithRGBAcolorvaluesindifferentways:0to
255,0.0to1.0,andhexadecimal.Despitethefactthathexadecimaldoesnotmatchthe
mentalmodelofcolorfortheaverage
person,ithasbecomeastandardforworkingwithcertaintypesofcontent.
Whenusersareaccustomedtoworkingwithhexadecimal,theyareable
topickoutthered,green,blue,andalphavaluesquicklybychunkingthecharactersin
groupsoftwo.Forexample,auserfamiliarwithRGBAin
hexadecimalcanlookatthevalue#FF7F00FFanddetermineveryquickly
thatthecolorhas100percentred(thefirstandsecondcharacters)and50percentblue(the
thirdandfourthcharacters).
However,sometoolsdonotworkwithhexadecimalcolorsinRGBA—
suchasMicrosoftExpressionBlend,whichusesARGB.*ThiscanbeconfusingtouserswhoareaccustomedtochunkingRGBAcolors.Thepreviouscolorwould
appeartobe100percentred,100percentblue,50percent
green,andfullytransparenttosomeonewhoisusedtoworkingwith
RGBA!
Whendesigninghowinformationwillappeartotheuser,considerhow
theywillchunkit.Also,trytofollowexistingstandards.Iftechnicallimitationsmakethis
impossible,maketheinformationfamiliarandeasiertochunkfortheuserintheinterface,
andthenconvertittothenecessaryformatinthebackgroundsotheuserdoesnothaveto
thinkaboutit.
EXCISE
Excisereferstonavigatingaroundtheinterface,fromswitchingtabstochanging
windows.Anythingthatinvolvesmovingthecursoracrossthe
screentoreachanelementoftheuserinterfaceisexcise.
HowCanThisTechniqueImproveUsability?
Efficiency
Reducingexcisewillhavethebiggestimpactontheactphaseoftheactioncycle.
Althoughitisthelightestload,reducingarepetitivetaskevenby
*ThisislikelybecauseitwasdesignedtoworkwiththeXAMLfileformat,whichuses
Design◾105
onesecondcanadduptoahugeboostinefficiencyovertimeifithelpsalargenumberof
users.
Learnability
Excisedoesnothaveasignificantimpactonlearnability.
UnderstandingExcise
Oneofthemostconsistentlyconfirmedstudiesinhuman–computer
interactionwascompletedin1954byPaulFitts,whoproposedthatthe
timeittakesausertotouchatargetwithacursorisdirectlyrelatedtothedistancefrom
thetargetandthesizeofthetarget.ThisisknownasFitts’sLaw.*
Therefore,toreduceexcise,thetargetmustbemadelargerand/orclosertothecurrent
positionofthecursor.
WhatAreExamplesofPatternsThatUseExcise?
WindowMenusVersusContextualMenus
Accessingitemsinamenuortoolbarfrequentlyisanexampleofexcise
thatismainlyrelatedtotargetdistance.Theusermustmovetheircursortothemenuortoolbarandclickontheitemandthenmovethecursorbacktowhereit
wasbefore(seetopofFigure5.30).†
FileEditViewHelp
FileEditViewHelp
FileEditViewHelp
FileEditViewHelp
Undo
Redo
Rename
Delete
FileEditViewHelp
FileEditViewHelp
FileEditViewHelp
FileEditViewHelp
Rename
Rename
Delete
FIGURE5.30Comparingtheexciseofawindowmenu(top)versusacontextualmenu
(bottom).
*YoucanreadmoreaboutFitts’sLawhere:http://en.wikipedia.org/wiki/Fitts%27s_law.
†SpecificationsformenusandcontextualmenusfromMicrosoftcanbefoundhere:
http://msdn.
microsoft.com/en-us/library/windows/desktop/dn742392%28v=vs.85%29.aspx.
106◾DesigningtheUserExperienceofGameDevelopmentToolsBycomparison,
contextualmenuscanhelptoreduceexcisebecause
theyappearrightnexttotheuser’scursor,resultinginshorterdistance(seethebottomof
Figure5.30).Inaddition,asthename“contextual
menu”implies,onlyitemsthatarecontextuallyrelatedtotheitemthatwasclickedshould
beenabledinthemenu,whichmeansashorterlist,
andthereforeashorterdistancetotheoptionthattheuserislookingfor.
WindowMenuItemOrder
Whileitmightseemthatorganizingmenuitemsalphabeticallywillmake
iteasytofindaspecificmenuitem,thisapproachpresentstwoproblems.
Thefirstisthatthemenurarelymatcheshowtheuserchunksinformation.Thesecondisthattheitemsthatareaccessedmorefrequentlymaybefurtherfrom
thecursor,becausethefirstletterofthecommandisneartheendofthealphabet.
Forexample,theleveleditorGTKRadianthasacontextualmenuwith
itemsthatareorderedalphabetically.Ifthemajorityofusersarefrequentlyrequiredto
createentitiesoftype“worldspawn,”theymustmovetheir
mousetothebottomofthecontextualmenueverysingletime,which
resultsinalotofexcise(seetheleftofFigure5.31).
Anotherverycommonsituationishavingmenuitemslistedintheorder
thattheywerecreated.Inotherwords,whenadeveloperaddsanewcommand,itisplacedatthebottomofthemenu(seetherightofFigure5.31).
Abettersolutionistoplacethemostfrequentlyusedcommandsat
thetopofthemenu,reducingthetraveltimefromthepointatwhichthemenuwasraised
(seeFigure5.32).Whennewitemsareadded,learnthe
frequencyatwhichtheywillbeused—eitherbylookingatmetricsorby
doingataskanalysis—andplacethemintheappropriatepositioninthe
menu.Thiscanapplytowindowmenus,contextualmenus,comboboxes,
BottomoftheScreen
Thereisoneproblemwithorderingitemsinacontextualmenufrom
toptobottom:themouseisnotalwaysatthetop!Sometimes,auserwillinvokea
contextualmenufromthebottomofthescreen,andthecontex-
Design◾107
Edit
Preferences…
Addedearlier
Find…
Replace…
Copy
Paste
Undo
Redo
Addedlater
FIGURE5.31Twowaysinwhichtheorganizationofacontextualmenucanincrease
excise:Alphabetical,asinGTKRadiant(left)ortheorderinwhichthecommandswere
added(right).
Edit
Undo
Morefrequently
Redo
Copy
Paste
Find…
Replace…
Preferences…
Lessfrequently
FIGURE5.32Organizingamenubaseduponhowoftenthecommandsareusedcan
reduceexcise.
tualmenuwillappearabovethemouse,insteadofbelowit.Whatcanbe
doneaboutthis?
MicrosoftOfficepresentsaninterestingsolutiontothisproblem:frequentlyusedformattingcommandsappearinafloatingbarthatchanges
positiondependingonwherethecontextualmenuwasinvoked.When
108◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.33The
contextualmenuinMicrosoftOfficechangesbasedupon
whereitwasinvokedinanefforttominimizeexcise.Usedwithpermissionfrom
Microsoft.
thecursorisatthetopofthewindow,thefloatingbarappearsatthetop,nearertothe
cursor(seetheleftsideofFigure5.33).However,whenthecursorisatthebottom,the
floatingbarappearsatthebottom(seetherightsideofFigure5.33).
ThemarkingmenuinAutodeskMayaisyetanotherapproachtoreducingexcise(seeFigure5.34).Markingmenustypicallyhaveuptoeight
regions,*whichareallthesamedistancefromthecursor.
ContextualMenusandLearningCurve
Whenconsideringtheuseofcontextualmenus,donotforgetaboutthe
learningcurveconceptsthatwerepresentedinChapter4.Becausecontextualmenusarenotalwaysvisible,theyaredifficulttodiscoverforbeginners.Forthis
reason,itisbesttoensurethatthemostfrequentlyusedcommandsarealwaysvisiblein
toolbarsormenussonewuserscan
findthem.
*Whilethenumberofoptionsonthemenuislimitedtoeight,commandscanbechained
together.
However,thattechniqueisgearedmoretowardexpertusers.
Design◾109
FIGURE5.34ThemarkingmenuinAutodeskMayaisexcellentatreducingexcise,thoughitcanbedifficultforbeginnerusers.Autodeskscreenshotsreprinted
withthepermissionofAutodesk,Inc.
ExamplesofTargetSize
Foranexampleoftargetsize,wecanlookatAdobePremierePro(see
Figure5.35).Oneofthemostfrequentactionsispressingtheplaybutton,whileoneofthe
leastcommonactionsisclosingthesequencethatyouarecurrentlyworkingon.
Becausetheplaybuttonisalargetarget,itiseasytoacquirewiththemouse.By
comparison,theclosebuttonforasequenceisonlyafewpixelsacross,makingitdifficult
toclickbyaccident.
110◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.35The
sizedifferenceofthe“play”and“closesequence”buttonsinAdobePremiere
demonstratestheconceptoftargetsizeexcise.Adobeproductscreenshot(s)reprintedwith
permissionfromAdobeSystemsIncorporated.
HotkeysandExcise
Whileitmaybetruethatusinghotkeystoactivateacommandcanreduceexciseas
comparedtomovingthemousetoclickonabutton,reaching
keysonthekeyboardcanbeexcisetoo!
AcomplicatedhotkeycombinationsuchasCtrl/Cmd+Alt+Pcannotbe
doneone-handedbymostusers.Itmayrequiretheusertolookdownat
thekeyboardandtaketheirotherhandoffthemouse.Thismaynotseem
likemuch,butifthehotkeyisforacommandthatisusedoften,itcanadduptolost
efficiencylikeanyotherkindofexcise.
RestingPlace
Anyprogamercantellyouthatoptimalhotkeyplacementiscrucialto
efficiency.AllofthedefaulthotkeysforthecompetitivemultiplayerRTS
Starcraftareplacedalongtheleftsideofthekeyboard,neartherestingDesign◾111
W
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FIGURE5.36Consideringtherestingplaceofthelefthandwhenchoosinghotkeys.
placeofthelefthand.*Inthecasewhereefficiencyisnotimportant,choosingahotkey
basedonthefirstletterofthecommandwouldmakesense,
suchasusing“M”tobuildamarine.However,tomaketheplayermore
efficient,thesecondletterinthewordmarineisused:“A,”becauseitisontheleftsideof
thekeyboard,neartherestingplaceofthelefthand(seeFigure5.36).
Youcanseethesamerulesappliedtocontentcreationtools.Forexam-
select,move,rotate,andscale,respectively,whicharesomeofthecommandsthatare
usedmostfrequently.Anotherclassicexampleis
undo,copy,cut,andpaste:Ctrl/Cmd+Z,X,C,andV.†
Whenchoosinghotkeysforthecommandsthatareusedmostfrequently,trytochoosehotkeysthatareneartheleftsideofthekeyboard.Ifthekeyforthe
firstletterofthecommandisontherightside,orisalreadyused,thenusethenextletter
inthenameofthecommand.Also,toavoidconfusion,don’treplacestandardhotkeyslike
theonesforundo,copy,
cut,andpastethatarelistedabove,aswellasCtrl/Cmd+S,O,W,andAforsave,open,
close,andselectall,respectively.
DeliberatelyIncreasingExcisetoProtecttheUser
Theremaybetimeswhenyouwanttoincreaseexciseonpurpose.This
maybetoslowdowntheusersothattheyhavemoretimetothinkabouta
*Asleft-handedpeoplealreadyknow,mostdefaulthotkeysaremadewithright-handed
peopleinmind.Ifthereareasignificantnumberofleft-handedusers,youcangivethe
optiontocustomizethekeyboardsotherestingplaceisontherightsideinstead.
†Ofcourse,allofthisisassumingaNorthAmericanQWERTYlayout.Otherlayoutslike
AZERTY
wouldaltertheserulesalittlebit.
112◾DesigningtheUserExperienceofGameDevelopmentToolspotentiallydangerous
decisionortoprotectthemfromaccidentalactions.
Hereareafewoptions.
DialogBoxes
Thereisacommonlyheldbeliefthatdialogboxesshouldneverbeused,
andthatthefewerdialogboxesyouhave,thebetter.However,dialogboxescanbeuseful
forprotectingtheuserfromerrors.Onesuchexampleis
adialogboxconfirmingthatyouwanttodeleteafile.Accidentalclicksresultingindata
losscanbereducedbyforcingtheusertochangetheirfocustothedialogbox,movetheir
mouse,andclick.
Itisextremelyimportanttonotethatadialogboxshouldbeavoidedinthecaseof
commandsthatareusedfrequently.Theslowdowninefficiencymaybeworsethanthe
lackoferrorprotection.Inthesecases,allowingtheusertorecoverorundotheirchoiceis
highlyrecommended.
PotentialyDangerousMenuItems
Menuitemsthathavethepotentialtocauseirreversibledamage—suchas
deletinganobject—canbeplacedatthebottomofamenu,addingexcise
InconvenientHotkeys
Deliberatelyincreasingtheexciseforahotkeycanalsoprotecttheuser.
Forexample,usingthespacebarasahotkeyforadangerouscommand
thatcannotbereversedwouldbeaverybadidea.Bycomparison,acomplexhotkeysuchasCtrl/Cmd+Alt+Pusuallyrequirestwohandsand
thereforehasasignificantlylowerchanceofbeingpressedaccidentally.
However,thereareafewexceptions:standardssuchasthe“delete”key
todeleteshouldnotbechangedtoprotecttheuser,astheyaresocommonthatchanging
themwouldjustleadtoconfusion.Again,thebestwayto
protectagainstthisistoimplementarobustundosystem.
PROGRESSIVEDISCLOSURE
Progressivedisclosuremeansshowingonlythepartsoftheinterface
thattheuserneedstosee.Theinterfacestartssimple,andweallowtheusertoreveal
(disclose)more,onepieceatatime(progressively),tosuittheirneeds.
Design◾113
HowCanProgressiveDisclosureImproveUsability?
Efficiency
Progressivedisclosurecanreducetheamountoftimespentinthelook
phasebyreducingvisualclutterintheinterface.Furthermore,thelesswesee,thelesswe
havetofigureout,resultinginlesstimespentinthethinkphase.However,sinceshowing
andhidingcanincreasetheamountof
excise—inotherwords,timespentintheactphase—itisimportanttofindtheright
balancebetweentheamountofprogressivedisclosureandexcise.
Learnability
Progressivedisclosureisoneofthemostpowerfultechniquesforimprovinglearnability.
Bysimplifyingtheinterface,first-timeuserscangetagraspofhowatoolworkswithout
beingoverwhelmedbyallofthefeaturesatonce,andexpertuserscancustomizethe
interfacetosuittheirneeds.
UnderstandingProgressiveDisclosure
InChapter3,wespokeabouthownewfeaturesaddcomplexityexponentially,notlinearly.Thesamegoesforthenumberofinterfaceelementsthatarevisibleat
onetime.Bystartingwithasimpleandcleaninterface,andallowingtheusertoseemore
astheygainmoreexperience,weareallowingtheusertocontroltheamountof
complexity.
ProgressiveDisclosureandtheLearningCurve
manyinterfaceelementsthereareandhowoftentheywillbeused.
Forexample,foratoolthathasmanyinterfaceelementsandwillbeusedalldayby
beginnersaswellasexperts,usingprogressivedisclosuremakessense.Beginners
appreciateaninterfacethatstartssimpleandaccessible,andexpertsbenefitfroman
interfacethatispowerfulandcustomizable.
However,ifthetoolhasasmallernumberofinterfaceelements,andis
goingtobeusedforfiveminutes,onceperweek—forexample,atoolto
updatetothelatestversionofthegameengine—progressivedisclosure
maynotprovidesignificantbenefits.
114◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE5.37
Progressivedisclosurecanbeusedtohideinformationthatmostusersmaynotbe
interestedin,suchastechnicaldetailsaboutthe“paste”process.
Design◾115
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116◾DesigningtheUserExperienceofGameDevelopmentToolsWhatAreSome
ExamplesofPatternsThatUse
ProgressiveDisclosure?
ProgressivedisclosureissuchanestablishedpatternthatMicrosofthasanentiresectionin
theiruserexperienceguidelinesdedicatedtoit.*Asaresult,youcanfindexamplesofthis
techniquebeingusedtoshowandhideelementsalloverWindows.Forexample,when
pastingalargefile,
mostusersonlywanttoknowiftheoperationisdone(seethetopof
Figure5.37).However,foruserswhowanttoknowmore—suchaspreciselyhowmuchtimeisremaining,andthefiletransferspeed—theycan
clickonthe“Moredetails”expander(seethebottomofFigure5.37).Inaddition,when
thepastedialogappears,theexpanderisclosedbydefault,sincethisinformationdoesnot
interestmostusers.
ItshouldnotcomeasasurprisetoseeextensiveuseofprogressivedisclosureinAdobe
productssuchasPhotoshopandIllustrator,astheyareextremelycomplexandhavemany
differentinterfaceelements.Toaddressthis,eachpanelcanbeindividuallyexpandedand
collapsedtoshow
exactlywhattheuserneedstoaccomplishtheirtask(seeFigure5.38).
WRAPPINGUP
Inthischapter,weconcentratedontheDesignphaseoftheUser-CenteredDesign
process.Welearnedabouthowthebrainandtheeyesworktogetherandhowhumans
haveevolvedtoseespecificpatternsmoreefficiently.
Welearnedabouttheimportanceofusingaconsistent,clearvisuallanguage,andwealsodiscoveredthevalueoffollowingdesignguidelines.
Finally,welearnedawidevarietyofdesigntechniques,suchasHierarchy,Constraints,
NaturalMapping,Representation,Feedback,Feed-forward,
Grouping,Chunking,Excise,andProgressiveDisclosure.
Inthenextchapter,wewilldiscussconceptsandtechniquestobeused
duringtheEvaluationphaseoftheUser-CenteredDesignprocess.
*Youcanfindithere:http://msdn.microsoft.com/en-us/library/windows/desktop/
%28v=vs.85%29.aspx.
Chapter6
Evaluation
WHATWILLWELEARNINTHISCHAPTER?
Concepts
•Choosingtherightevaluationstrategy
•Decidingbetweencodeandpre-visualization
Techniques
•Pre-visualizetheinterface
•Howtodoaheuristicevaluation
•Performingusertests
HOWDOWEEVALUATETHEDESIGN?
Nowthatwehaveanalyzedhowtheusersusethetoolanddesignedone
ormoreimprovements,itistimefortheEvaluationphase.Oneofthefirstquestionstoask
ourselvesisifitwillbemorecost-effectivetogostraighttocodeortopre-visualizethe
changestothetool.Thenextquestiontoaskisiftherearecurrentusersoruserswitha
similarprofileavailabletovalidatetheinterface.Ifusersareavailable,wecandouser
tests.Ifnot,wecanperformaheuristicevaluationwhilewewaitforuserstobecome
available.
CHOOSINGBETWEENCODEORPRE-VISUALIZATION
InChapter2,welearnedaboutJeffHawkinsandthepowerofprevisualizing.Youmightbeaskingyourself,“Ifpre-visualizingissopowerful,whynotuse
itallthetime?”
117
118◾DesigningtheUserExperienceofGameDevelopmentToolsIfyouarenota
programmerandtherearenoprogrammersonyour
team,orifthereareprogrammersbuttheydonothavetimeduringthe
currentsprint,youronlyoptionistopre-visualize.Thiswillallowyoutostartgetting
feedbackfromtheuserswhileyouwaitforprogramming
resourcestobecomeavailable.
However,ifyoucanprogramorifprogrammersareavailable,your
decisiontocodeorpre-visualizewilldependonyoursituation.Hereareafewaspectsto
consider.
WhentoPre-Visualize
tothetoolishigherthanthetimeitwouldtaketopre-visualize.Forexample,ittakesalot
lesstimetosketchoutanewtypeofuserinterfacecontrolthathasneverbeencreated
beforecomparedtofullyimplementingitincode.
Ifyourgoalistomeasuretheimprovementtolearnability,previsualizationcanbeagoodchoice.Forexample,thedesigntechniquesofrepresentation
andhierarchycanbesimulatedbyusingpre-visualizationwithgoodaccuracy.
However,pre-visualizationisnotidealformeasuringimprovements
toefficiencycomparedtomakingchangesdirectlytothecode.Thisis
becausepre-visualizationtechniquescannotsimulatetheresponsetime
ofarealcomputer,and,inthecaseofasketch,usingyourfingertopressabuttonisnot
thesameasclickingonthebuttonwiththemouse.
Furthermore,itisdifficulttosimulatealargedatabasewithprevisualization.Forexample,ifyourusertestrequiresthattheuserisabletosearchthrough
adatabasecontainingthousandsoftextures,itcouldtakesignificantlylongertoprevisualizeeverypossibleoption.Inthesecases,youmaychoosetogostraighttocode.
WhentoCode
Aswelearnedearlier,ifyourmaingoalistoimproveefficiency,thebestwaytomeasure
thisaccuratelyisbymakingchangestothecode,dueto
thelimitedabilityofpre-visualizationtosimulatethecompleteexperienceofusingatool.
Ifthechangesarerelativelysmall,suchasmovingaroundafewcontrolsintheinterface,
thismayalsobeareasontomakethechangesdirectlyincode.Thisisbecausethetimeit
wouldtaketosimulatesuchasmallchangetotheinterfacethroughpre-visualizationmay
behigher.
Evaluation◾119
However,ifthechangesthatyouwanttomakerequirealargeprogrammingeffortandyourmaininterestisseeingiftheusersunderstandandappreciatethenew
interface,goingstraighttocodecouldbemoreexpensiveinthelongterm,especiallyifthe
usersdonotlikethedesignintheend.Inthiscase,pre-visualizationmaybethebest
choice.
Ifyouhavedecidedtopre-visualizeinsteadofgoingstraighttocode,hereareafew
techniquesthatyoucanuse.
Sketch
Sketchesareoneofthequickestwaystopre-visualize(seeFigure6.1).Theycouldbeon
awhiteboard,inanotebook,orevenonanapkin.Because
theyaresofasttocreate,theyareidealfortryingoutavarietyofdifferentoptions.Itdoes
notmatterhowyousketch,aslongasyouareturningwordsintovisualsinaneffortto
haveasharedvisionofthedesign.
Youdonothavetobeagoodartisttosketch.Infact,ifthesketchlookslikeitdidnottake
alotoftimetocreateanditiseasytochange,peoplearemorelikelytobehonestwith
theirfeedback,whichisexactlywhat
youwant.
However,oneofthereasonsthatsketchesarefasttocreateisbecause
theyarenotinteractive,andtheycontaintheleastamountofdetailcomparedtootherprevisualizationoptions.Thiscouldleadtoproblemsduringtheevaluation,ifthelackof
interactivityanddetailsimpairstheuser’sabilitytounderstandtheinterface.Thechoiceto
usesketchesdependsonthecomplexityofthedesignthatyouareevaluating.
FIGURE6.1Sketchesareaquickandeasywaytopre-visualizetheinterface.
120◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE6.2Paper
prototype,usingthe“WizardofOz”technique.
PaperPrototype
Paperprototypesareessentiallyinteractivesketches.Wecanusepen,
paper,cardboard,scissors,tape,stickynotes,andothermaterialstocreateandsimulate
interactiveelements(seeFigure6.2).
Tomakeapaperprototypeinteractive,wecanusewhatiscalledthe
“WizardofOz”technique.Thenamecomesfromthemovieofthesame
tain.”Thistechniqueworksbestwithtwopeople:onepersonasksthe
usertoaccomplishaspecifictask,andtheothersimulatestheinteractivitybymovingpiecesofthepaperprototypearoundinreactiontotheuser’sactions.*
Simulatinginteractionwithapaperprototypehasafewadvantages
overcode:Paperprototypesnevergetcompilerorlinkingerrors.Theonlythingyouneed
todeploythemareyourowntwolegs.Theyareeasilyportableandcanbearchived
indefinitelyinafilefolder.Finally,anyonecancreateapaperprototypewithouthavingto
learnaprogramminglanguage
oragraphicdesigntool.†
*Toseeanexampleofthisinaction,watchthisvideo:http://www.youtube.com/watch?
v=
GrV2SZuRPv0.
†Infact,thereisanoldjokeamonguserexperiencedesigners:ifyouhaveeverdonearts
andcraftsinkindergarten,youcancreateapaperprototype.
Evaluation◾121
InteractivePrototype
Theseprototypesarecreatedandevaluatedonacomputerorotherdevice,using
interactiveprototypecreationtools.*Thesetoolscomeprepackagedwithstandard
controlssuchasbuttons,drop-downs,andcheckboxes.
Mostallowyoutoaddsimpleinteractions,suchasopeningadialogbox
whenclickingabutton(seeFigure6.3).
Althoughtheycannotsimulateeverysingletypeofinteraction,most
interactiveprototypecreationtoolshaveverypowerfulandversatilesystemsforbuilding
interactions,aswellasvibrantcommunitieswherepeoplesharerecipestosimulate
differenttypesofbehaviors.
Inaddition,ifyourusersarenotinthesamebuilding—oreventhe
samecountry—interactiveprototypesareclearlyabetterchoicecomparedtosketchesand
paperprototypes,astheycanbesharedelectronically.Byusingscreensharing,youcan
evenwatchpeopletesttheprototypeinrealtimeandgetfeedbackasifyouweresitting
nexttothem.
Interactiveprototypescanbringyouclosertosimulatingtherealtool
ascomparedtosketchesandpaperprototypes.Ifyouaresimulatinga
toolthatwillbeusedonadesktopcomputer,interactiveprototypesareaboutascloseas
youcangettorealitywithoutactuallywritingcode.
However,thereareafewdrawbackstointeractiveprototypes.Formost
requireslearninganewtool.Inaddition,makingchangescansometimes
bemorecomplicatedcomparedtoasketchorpaperprototype.Thereis
alsothechancethatdeployingaprototypeonsomebodyelse’scomputer
willnotworkatfirst.Forthisreason,itisrecommendedtotestoutinteractiveprototypes
onanothermachinebeforedoingalargenumberof
usertests.
PERFORMAHEURISTICEVALUATION
InChapter1,welearned—throughtheuserexperiencepyramid—that
oneofthefoundationsofagooduserexperienceisusability.Heuristicevaluationcanbea
usefultechniquewhentherearenousersavailable
toevaluatetheinterface.Itallowsustocatchusabilityproblemsbeforetheusersdo.
*TwoofthemostpopularprofessionaltoolsareAxureandBalsamiq,whichyoucanfind
athttp://
www.axure.comandhttp://www.balsamiq.com,respectively.Anotheralternativeisto
importaseriesofstaticscreenshotsintoMicrosoftPowerPoint,AppleKeynote,orAdobe
Acrobatandmaketheminteractivebycreatingclickablehotspots.
122◾DesigningtheUserExperienceofGameDevelopmentToolsiq
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Evaluation◾123
Althoughtherearemanyvarietiesofusabilityheuristics,*forthepurposesofthisbook,wewilllearntheheuristicsestablishedbyJakobNielsenin1994,
whichareperhapsthemostpopularandwidelyused.Theyorigi-natefromhisbook
UsabilityEngineering.†
Theheuristicsarelistedinthefollowingsections.Foreachone,you
willfindaquoteofwhatsomeonemightsaywhenconfrontingthisheuristic,oneormoreexamplestohelpyouidentifytheheuristic,aswellasdesign
techniquesfromthepreviouschapterthatcouldbeusedtoimprovetheproblem.
WhatAretheHeuristics?
VisibilityofSystemStatus
“Whatisthetooldoingrightnow?Diditcrash?”Therearenoprogress
barsorwaitcursors.Thetoolfreezeswhileitisperforminganactionwithouttellingthe
usertowait.Therearenodialogstoinformtheuserofwhatisgoingon.Forthisheuristic,
thetechniqueoffeedbackisrecommendedtokeeptheuserinformedofwhatthetoolis
MatchbetweenSystemandRealWorld
“Idon’tunderstandwhatthismeans.”Thewordsandconceptsusedinthetoolare
confusing,becausetheydonotmatchtheuser’smentalmodel.Inaddition,thepositionof
thecontrolsdoesnotmakesenserelativetotheirfunctionality(forexample,upanddown
buttonsareplacedsidebyside).
Inthecaseofthisheuristic,naturalmappingandrepresentationcanhelpmakethetool
easiertounderstandbymatchingtheusers’mentalmodel
moreclosely.
UserControlandFreedom
“HowdoIgobacktowhereIwasbefore?”Whenamistakeismade,there
isnoclearwaytogobacktowhereyouwerebefore.Anothercommon
sign:thetooldoesnotsupportundo/redo.Inthiscase,thetechniqueoffeed-forwardcan
help.Thisisbecauseitallowstheusertoseewhattheiractionwilldo,whichgivesthem
theoptiontochangetheirmindbefore
itistoolate.
*Hereareafew:http://en.wikipedia.org/wiki/Heuristic_evaluation,aswellasthoseby
Bastien&Scapin:http://www.webmaestro.gouv.qc.ca/publications/archives/
webeducation1998-2004/2000-11/
criteres.pdf.
†YoucanreadmoreaboutNielsen’sheuristicshere:http://www.nngroup.com/
articles/
ten-usability-heuristics/.
124◾DesigningtheUserExperienceofGameDevelopmentToolsConsistencyand
Standards
“Isthisthesameasthat?”Twosimilarcontrolsthateditthesametypeofdatadonotwork
thesameway.Forexample,onelistboxmayonlydeleteselecteditemswiththedelete
keyonthekeyboard,whereastheotherlistboxwithinthesametoolonlydeletesselected
itemswithadeletebuttonintheinterface.Asopposedtoaspecificdesigntechnique,the
bestwaytoaddressthisheuristicistoensurethatthetoolfollowsguidelinesanduses
interactionpatternsconsistently.
ErrorPrevention
“HowcanIpreventthatmistakefromhappeningagain?”Theinterface
makesitfartooeasyformistakestooccur,suchasallowinganitemtobedraggedand
droppedwhereitisnotsupposedto,orsettingthedefault
buttonfora“Exitwithoutsavechanges?”dialogboxto“Yes.”Thedesigntechniquesof
constraintsandfeed-forwardcanbeusefulforfixingissuesassociatedwiththisheuristic.
theiroptionsandpreventthemfrommakingmistakes.
RecognitionRatherThanRecal
“Ican’trememberwhatitwascalled.IfIhadalistofoptionstochoosefrom…”Thetool
doesnotprovideavisualpreviewforalistof3Dmeshes,sotheonlywaytoknowwhat
theyareistoopenthemoneatatime.
Anothercommonexampleisforcingtheusertoremembersyntaxor
objectnamesinsteadofprovidingsuggestions.Thisnotonlyhurtsefficiencybutalsocanleadtoerrors.Thedesigntechniqueofrepresentationcanbeuseful
here,sinceitcanbeusedtohelptheuserrememberwhat
theywerelookingforbyshowingthemalistofoptions.
FlexibilityandEfficiencyofUse
“Iwishtherewasafasterwaytodothis.”Actionsthatneedtobeperformedveryfrequentlydonothaveshortcuts,suchasahotkeyoraprominentbuttonin
theinterface.Improvingexciseisoneofthemostcommonwaystohelpaddressproblems
associatedwiththisheuristic.
AestheticandMinimalistDesign
“Whoa,thisinterfaceiscomplicated.Idon’tknowwheretostart!”Everypossiblefeature
isexposedatonce,andtheuserdoesnotknowwheretoEvaluation◾125
lookfirst.Furthermore,thereisnowaytohideorsimplifytheuserinterfaceforthefirsttimeuser.Inthecaseofthisheuristic,thedesigntechniquesofhierarchyandprogressive
disclosurecouldbeused,astheycanhelpguidetheeyeoftheuser,aswellaslettingthem
determinehowmuchvisualcomplexitytheyneedintheinterface.
HelpUsersRecognize,Diagnose,andRecoverfromErrors
“Anerroroccurred.WhatdoIdonow?”Errormessagesdonotclearly
indicatewhattheproblemisorhelptheusertofindasolution.Inthiscase,the
recommendeddesigntechniqueswouldbeacombinationoffeedback
(tolettheuserknowhowtofixtheerror)andconstraints(tohelptheuseravoidmaking
themistakeinthefirstplace).
HelpandDocumentation
“I’mstuck,andthere’snoonearoundthatIcanask.WhatdoIdo?”No
documentation,suchasawikipage,trainingvideo,orhelpfile,isavailable.Thereisno
clearlymarkedplacetoaskforassistanceorlogabug.
Thedesigntechniqueoffeedbackcanbeusedintheformofcontextual
helpwithintheapplication,oftenseenaslittlequestionmarksnearauserinterface
elementtolearnmoreabouthowitworks.
HowtoPerformaHeuristicEvaluation
Inanidealsituation,aheuristicevaluationisdonebyalargenumberofqualifieduser
experiencedesigners,whothencombinetheireffortstofindasmanyusabilityproblemsas
possible.However,doingaheuristicevaluationbyyourself,orwithafewmembersofthe
toolsdevelopmentteam,
maybebetterthannotdoingitatall.
Toperformaheuristicevaluation,lookatthepre-visualizationortheworkingtoolthat
youwanttoevaluate,andsearchforissuessimilartothosefromthelistofheuristics.It
canbehelpfultodothisbysteppingthroughthetaskflowsthatyoucreatedduringthe
Analysisphase.
Whenyounoticeanissuethatmatchesoneoftheheuristics,indicate
thenameoftheheuristicandwriteashortdescription.Optionally,youcantakea
screenshotofthespecificpartoftheinterfacethatexhibitstheproblem.Youcanalso
assignalevelofseverity,toindicatehowmuchthiscouldaffecttheusabilityofthetool.
Thiscanhelptoprioritizewhattoimprovefirst.
126◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE6.4Heuristic
evaluationoftheNVIDIANormalMapfilter.
Forexample,ifweweretodoaheuristicevaluationontheNVIDIA
NormalMaptool(seeFigure6.4),wemightidentifythefollowingissues:
•Aestheticandminimalistdesign:Alloftheoptionsaredisplayedat
once.Beginnersdonotknowwheretolookfirst,whichcanbevery
intimidating.Severity:High.
•Consistencyandstandards:The“AlternateConversions”sectionhas
morethansevenradiobuttons.Microsoft’sdesignguidelinessuggestusingadrop-downwhentherearemorethansevenoptions.
Severity:Low.
evenwhenthereisnotextureselected.Thiscouldleadtotheuser
wonderingwhytheycannotseetheirdecaltexture.Severity:Medium.
Thesearejustafewexamples,andyoumaybeabletoidentifyotherissueswiththis
particularinterface.
Finally,rememberthatpeopleusetoolsinunexpectedways.Doing
aheuristicevaluationisagoodfirstpasswhennousersareavailable.
However,youshouldmakeeveryefforttofollowitupbytestingwith
users.Someonewillworkwiththetooleventually,andthesooneryoucanwatchthem
work,thebetter!
DOUSERTESTS
Oneofthebestwaystoevaluatetheuserexperienceisbydoingauser
test.ThefirststeptodoingthisistobuildatestplanandselecttheusersEvaluation◾127
totest.Then,youneedtopreparetheinterfacethattheuserswillevaluate,eitherby
makingchangesdirectlyinthecodeorbypre-visualizing.Finally,youcanrunthetests
andexaminetheresultsinthenextAnalysisphase.
BuildingaTestPlan
Thesimplestkindoftestplanissimplyalistoftasksthatyouassigntotheuser.Ifyouare
buildingatestplanforthefirsttime,youcangetanideaofwhichtaskstoincludeby
lookingattheuserandstakeholdergoals,aswellasthetaskflowsandscenario
storyboardsthatyoucreatedduringtheAnalysisphase.Allofthesecanbeusedtohelp
youdeterminewhichtasksyouwillasktheuserstoperform.
HowtoPhraseTasks
Ataskshouldbephrasedintheformofaquestionsuchas“Howwould
youdothis?”asopposedtoacommand:“Nowdothat.”Thisisacloser
matchforthewaypeoplethinkwhentheyaretryingtoachievetheirgoals.
Forexample,imaginethatoneoftheusergoalsidentifiedduringacontextualinquiryistocreateanewmeshwithashaderassignedandaddittothelevel.
Threetasksarerequiredtoaccomplishthisgoal:createthemesh,addashader,andaddit
tothelevel.Inthiscase,youcouldphrasethethreetasksasfolows:“Howwouldyou
createamesh?”,“Howwouldyouadda
shadertotheobject?”,and“Howwouldyouaddtheobjecttothelevel?”
Don’tAssignLeadingTasks
IntheAnalysisphase,wediscussedthedangerofaskingleadingquestions,andthesameappliestousertests.Ifthequestioninfluencestheuser,youcouldget
inaccurateresults.Forexample,aleadingtaskwouldbe,“Usetheobjectlisttosearchfor
howtoaddit.Abetteralternativewouldbe“Youneedtoaddatreetothelevel.How
wouldyoudothat?”
RealismandContext
Itisalsoimportanttomakethequestionsrealisticandtogivethemcontext.Forexample,
“Howwouldyouaddaskyscraperinthemiddleofthe
forestinthislevel?”couldresultinunusualfeedbacksinceitisnotaveryrealistictask.
Askingtheuser,“Howwouldyouaddalargetreetotheforestinthis
level?”isgood,butanevenbetteralternativewouldbe,“Theartdirector128◾Designing
theUserExperienceofGameDevelopmentToolshasrequestedthatalargetreebeadded
totheforest.Howwouldyoudothat?”Thisquestionismorerealistic,andthefactthatthe
requestcomesfromtheartdirectoraddscontextthatisappropriatetothattask.
SpecificTasksAreEasiertoMeasure
Itisimportantthatthetasksareasspecificaspossible.Thisallowstheresultsoftheuser
testtobecomparednotonlybetweenusersbutalso
acrossfutureiterationsoftheEvaluationphase.Forexample,theresultsofthetask“How
wouldyoucreateanewshader?”couldvarywildlyiftheuseraddsadefaultshaderversus
acomplexoceanshaderrequiringseveraltexturemapsandcustomizedpropertiesfor
watermovement.Thetask
“Howwouldyoucreatealambertshaderwithaprebuilttextureinthediffusechannel?”is
muchmorespecificandthereforecanbemeasuredand
comparedwithmoreaccuracy.
SelecttheUsers
Toselectwhichuserstotest,youcanusethesameapproachastheAnalysisphase.Pick
userswhohaveaprofileappropriatetothetasks.Togetthemostaccurateresults,you
wanttochooseuserswhoarealreadyusing
thetool,inproduction.
TestingwithSimilarUsers
Inthegamesindustry,itisverycommonthattooldevelopmentbegins
beforethecontentcreatorshavejoinedtheteam,andthatthedeadline
todeliverthetoolsisrightbeforetheusersarriveandstartproducingassets.Thisoften
meansthattoolsdevelopersarescheduledtoworkon
othertasksshortlyaftertheusersarriveandstartusingthetoolsforthefirsttime.Ifthe
usershavefeedbackabouthowthetoolscouldbe
improved,therecouldbenooneavailabletomakechanges.Oftentimes,
nothingbesidesthemosturgentproblemswiththebasefunctionalityof
thetoolsarefixed.Thisoftenresultsintoolswithaninferioruserexperience,whichcosts
Abetteralternativewouldbetohavetheequivalenttoolsdevelopment
resourcesworkingwiththeusersbutspreadoutallthewaythroughproduction,insteadofabigburstofworkatthebeginning.Thiswillrequirethatthepeople
whomanagetoolsdevelopersunderstandthevalueofthe
User-CenteredDesignprocess,sothattheycanplantoolsdevelopment
Evaluation◾129
tasksaccordingly,whichwillrequiretimeandaculturalshiftinthegamesindustry.We
willtalkmoreaboutthatinthefinalchapter.
Inthemeantime,ifyoufindyourselfinthissituation,selectingotheruserswhofita
similarprofilemaybeyourbestoption.Ifyouaretestingchangesincode,anditisnot
possibletodeploythetooltotheusers’computers,donotletthatstopyoufromgetting
feedback.Bringthemtoyourdesk,ortoanycomputerthathasanearlyversionofthetool
running.
Alternatively,youcanconnecttoacomputerrunningthetoolviaremotedesktop(aslong
asdoingthatdoesnotsignificantlyaffecttheuserexperienceormeasurements).The
bottomlineisthatwaitingfortheperfectmomenttotestcouldresultinamissed
opportunitytoimprovetheuser
experience.Youshoulddoeverythingthatyoucantoensurethatthefirsttimethatthe
userslayeyesonthetoolisnotrightbeforetheystartworkingwithitforthefirsttime.
HowManyUsers?
AccordingtoJakobNielsen,usertestingwithmorethanfiveusersresultsindiminishing
returns.*Whilethereissomedebateoverthisnumber,
onethingisclear:ifyoulimityourteststofiveusers,rememberthatthosefiveusers
shouldhavethesameroleandshoulddothesametasks.In
otherwords,ifyouassignfiveusersthetaskofusingaleveleditortoplaceobjects,but
thoseusersareamixofanimators,3Dartists,andprogrammers,youareunlikelytoget
accurateresults.Ontheotherhand,ifyoudothiswithfiveuserswhoarealllevel
designersresponsibleforplacingobjectsinthelevel,youaremuchmorelikelytoget
accurateresults.
RuntheTest
Nowitistimetogetfeedback.Meetwitheachuser,showthemthetool
orpre-visualization,andgothroughyourtestplanonetaskatatime.Asinthecontextual
analysis,resisttheurgetohelpiftheyhavedifficultyunderstandingoneofthetasks.Try
tounderstandwhytheyarehaving
difficulty,andthenmoveontothenexttask.However,unlikethecontextualanalysis,you
maychoosetoaskthattheusersdonottalkoutloud,sinceitcouldaffectthetimeittakes
themtocompleteatask.Inthiscase,useyourownjudgment.
to-test-with-5-users/.
130◾DesigningtheUserExperienceofGameDevelopmentToolsIfyoucan,itisalso
recommendedtoperformtheusertestswithtwo
people:onepersonassigningthetasks,andtheothertakingnotes.Whenyouarealone,it
canbedifficulttoassigntasks,observetheuser,andtakenotesallatonce.Havinga
dedicatednote-takerensuresthatthepersonassigningthetaskscanfocusontheuserand
noticethingsthattheymightmissiftheyweretakingnotes.
Althoughusertestscantakelesstimethanacontextualanalysis,trytokeepthemunderan
hour.Beingthesubjectofausertestcanbedrainingforsomepeople.Inanycase,ifthe
usersareinproduction,theymaynothavemoretimethanthat.Ifyouencounterresistance
whilerunningthe
usertests(eitherfromtheuseryouaretestingorfromtheirsupervisor),ensurethat
everyoneunderstandsthatthetimerequiredtorunauser
testisasmallinvestmentcomparedtothepotentialsavingsoftimeandmoneyinthelong
term.
Itcanalsobehelpfultorecordavideooftheuser’sscreen,ortheir
interactionwiththepre-visualization.Ifaninterestingorsignificanteventoccursduring
theusertest,makeanoteofthetimethatitoccursinthevideo,sothatyoucangoback
duringtheAnalysisphaseandgraba
screenshotorshortvideoclip.
WRAPPINGUP
ThischapterfocusedontheEvaluationphaseoftheUser-CenteredDesignprocess.We
learnedhowtoevaluateadesignandhowtodecidebetween
pre-visualizationandgoingstraighttocode.Wealsolearnedaseriesoftechniquestobe
usedduringtheEvaluationphase,suchassketching,
paperprototyping,interactiveprototyping,performingaheuristicevaluation,andfinally,
performingusertests.
Inthenextchapter,wewillreturntotheAnalysisphase,goingback
throughtheloopoftheUser-CenteredDesignprocess,anddiscussthe
importanceofcomparingmeasurements.
Chapter7
BacktoAnalysis
DÉJÀVU
Ifyouhavebeenreadingupuntilthispoint,youmightbewonderingwhywearetalkingabouttheAnalysisphaseagain.“Wealready
didthatinChapter4!”
User-CenteredDesignprocessisaniterativecycle.OnceyouhavecompletedtheEvaluationphase,examinethefeedbackgatheredduringthe
Analysisphasetoplanyournextmove.
DoWeHavetoDoEverythingOverAgain?
OneofthemisconceptionsoftheUser-CenteredDesignprocessisthat
itisaheavyprocessandthateachofthetechniquesmustbeusedeverytimethroughthe
cycle.Thisisnottrue:whilethereisanup-frontcostindoingAnalysisforthefirsttime,
insubsequentiterations,thetechniquesaretheretobeusedonanas-neededbasis.
Asyougothroughtheloop,youmayfindthatyoumissedanimportanttaskthatthemajorityofusersdoonaregularbasis.Inthiscase,youcanproduce
anothertaskflowtoaddtotheothers.Youmayalsodiscoverimportantusersofthetool
thatyouwerenotawareofbefore.Thiscouldrequiredoingmorecontextualanalysesto
discovertheirgoalsandmentalmodels.
Ifnot,youcanspendtherestofthetimefocusingonanalyzingthe
resultsoftheEvaluationphaseandpreparingforthenextroundofadjustmentsinthe
Designphase.
131
132◾DesigningtheUserExperienceofGameDevelopmentToolsCOMPARING
MEASUREMENTS
Ingamedevelopment,weareaccustomedtogatheringallsortsofmeasurements:theburn-downrateofasprint,performancemetricsofthe
CPUandGPU,howdifferenttypesofmemoryareallocated,budgetsfor
varioustypesofexpenses,theamountofinformationoneachvertexofamesh,andsoon.
Yet,whenwasthelasttimethattheefficiencyandlearnabilityofthegamedevelopment
toolsweremeasuredonaregularbasis?
Oneofthemainreasonsisduetotheperceptionthatittakestoomuch
timetomeasure.However,considerthis:ifyougoonaroadtrip,doyoudrivearound
aimlessly,hopingthatyouwillsoonarriveatyourdestina-tion,ordoyoustop
occasionallytocheckamap?Developingatoolwithoutmeasuringislikedrivingaround
withoutoccasionallycheckingamap(seeFigure7.1).Whileitistruethatverifying
measurementstakesalittlebitoftimeateachiteration,thegoalisthattheoveralltime
willbelower,asopposedtobarrelingforwardaimlesslyinthehopethatwearemaking
thetoolbetter.
ExpertOpinions
Ifyouhavestudiedthehistoryofcomputerscience,youmayhavelearnedaboutAdmiral
GraceHopper.Shedevelopedthefirstcompiler,andsheiscreditedwithpopularizingthe
toanalyzetheresultsoftheevaluationphase.
BacktoAnalysis◾133
quotesisthis:“Oneaccuratemeasurementisworthmorethanathousand
expertopinions.”
Inthegamesindustry,itiscommontohaveanexpertuserorstakeholderwhosejobitistorepresenttheneedsofalluserswiththesamejobdescription.
Whenchangesaremadetoatool,wemayaskthispersonto
decideifthechangesaregoodenough.Insomecases,theymaysaythat
recentchangestothetoolhavemadeeveryonemoreproductive,andoftenthe
conversationendsthere.However,howdoweknowthatthisistrue?*
TheAnalysisphaseisouropportunitytolearntheanswertothisquestion.Byverifyingandcomparingthemeasurements,youcanseeifthe
changeshavereallyhelpedtoimproveefficiency,learnability,orboth.
EachtimeyougothroughtheAnalysisphase,comparethemeasurements
tothepreviouscycle,andkeeparecordforthenextcycle.Thisisoneofthemostreliable
waystoknowifthechangesmadeintheDesignphase
aremovingthetoolintherightdirection.
Itisimportanttonotethatthisdoesnotmeanthatwedonotvaluetheopinionofthe
expertusersandstakeholders.Onthecontrary,byincludingthemintheUser-Centered
Designprocess,theycanusetheinformationtomakeevenbetterdecisions,withlessrisk.Thiswillhelptobuildastronger
relationshipbetweenallofthepeopleinvolvedinthedevelopmentofthetool,andkeep
everyonefocusedonimprovingtheuserexperience.
*Iwasthispersonforseveralgames,tools,andpipelines,andthereisnodoubtinmy
mindthatmyopinionwaswrongonmanyoccasions!
Chapter8
Real-WorldUserCenteredDesign
INTRODUCTION
Thepurposeofthischapteristopresenta“dayinthelife”account
ofatoolsdevelopmentteamusingtheUser-CenteredDesignprocess.
Thiswillgiveyouasenseofwhattheprocessfeelslike,whichcanhelpyoutounderstand
howtoimplementityourself.
TheCast
•Sophie,projectmanager
•Ben,artdirector
Developers
•Daniel,toolsprogrammer
•Francis,technicalartist
TheCompany
Thisstorytakesplaceatamedium-sizedgamedeveloperthathasbeen
inbusinessforovertenyears.Theyhavedevelopedtheirownengineandtools,which
theyhaveusedtocreategamesthathavesoldenoughcop-iestokeeptheminbusiness.
However,verylittleefforthasbeenputintoimprovingthetools,duetoperceivedtime
andbudgetconstraints.Noone135
136◾DesigningtheUserExperienceofGameDevelopmentToolsismeasuringthe
performanceoftheusers,anditisgenerallyacceptedthatifthetoolcancreatethe
content,itis“done.”
Asaresult,someofthetoolsarenotveryeasytouseandarefrequentlythesourceof
frustrationforthecontentcreators.Mostofthesenioruserswhohavebeenwiththe
companyformanyyearshavegivenuponcomplainingandhavesimplyacceptedthatthe
toolsarethewaytheyare.
TheSituation
Sophiehasrecentlybeenpromotedtoprojectmanager.Thelastgamethatsheshipped
sufferedfromgruelingovertime,productivityproblems,lostdata,andtheslowramp-up
ofnewstaffduetodifficultylearningthetools.
Someseniorpeoplequitshortlyaftertheproject,andthecostofretrainingthenewhires
wassignificantlyhigherthaniftheyhadbeenabletokeeptheirstaff.
Sophieiscurrentlyintheproductionphaseofhernextproject,andsheisstartingtosee
thesamesituationemergefromthelastproject,especiallyinthecut-scenepipeline.
Concernedthathistorywillrepeatitself,andbecauseworkoncut-sceneswillbestarting
soon,shedecidesthatshewantstoseeifsheshouldinvestinimprovingtheefficiencyof
thecut-scenepipeline.
Shelearnsthattwodevelopersfromanotherteam,DanielandFrancis,
havebeenusinganewapproachintheirtoolsdevelopmentwork—the
User-CenteredDesignprocess—andthattheyhavebeengettingpositive
results.Althoughshewantstoimprovethetools,likeagoodprojectmanager,shealso
wantstoensurethatthebenefitsoutweighthecosts.
DanielandFrancishaverecentlybecomeavailable,sosheasksthemto
joinherteamtofocusonmakingthecut-scenepipelinemoreefficient.Sherequeststhat
THEPROCESSINACTION
Sprint1
Analysis
DanielandFrancisstartbyinterviewingthestakeholders.Theyknow
thatSophie’sgoalistomakethecut-scenepipelinemoreefficient.Theyalsointerview
anotherstakeholder:Ben,theartdirectorwhoisresponsibleforthecut-scenes.They
learnthatoneofBen’sgoalsistobeabletorequestchangestothecamerasandseethe
resultssohecanvalidateReal-WorldUser-CenteredDesign◾137
thecomposition.Healsomentionsthat,duringthelastprojectheworkedon,askingthe
animatorstomakechangestothecameratookaverylong
time,whichhefoundfrustrating.
Withthesestakeholdergoalsinmind,DanielandFrancismoveonto
thenextstep:contextualanalyseswiththeuserswhoworkoncut-scenes.
Inlightoftheartdirector’scomments,theyfocusontheuserswhospendthemostamount
oftimeworkingwithcameras,theanimators.There
aretwelveanimatorsinthecut-sceneteam,andtheyarescheduledtobeworkingoncutscenesforatotalofsixmonths.
Duringthecontextualanalyses,Danieltalkstotheanimators,while
Francistakesnotes.Theybeginbyaskingthemwhattheirgoalsarewhenworkingwith
thecamera.Manyofthegoalsthattheuserstalkaboutcanbelinkedtotheproducerand
theartdirector:theywanttoadjustthe
camera,andtheywanttodoitquickly.However,unliketheartdirector,theirgoalisnot
settingthecompositionofthecamerabutsimplygettingthejobdonesotheycanmoveon
totheirnexttask.
Duringthetaskofadjustingthecamera,oneoftheactionsistoadjustthedepthoffield.
Thedepthoffieldhasfivevaluesthattheuserscanset:thestartandendofthenearblur,
thestartandendofthefarblur,andthefocuspointdistance.Theymentionthatthey
sometimesgetconfused
aboutwhateachvaluerepresents,thatitisdifficulttofindthevaluetheyarelookingforat
aglance,andthattheyoftenhavetoreadjustthevaluesmultipletimesbecausetheygo
beyondtheminimumormaximum.
Thejunioruserssaythatitisextremelydifficulttousethedepthoffieldtool.Thesenior
userssaythatwhileitisnotperfect,thejuniorusersjusthavetoadapttoit.Infact,the
biggestcomplaintfromtheseniorusersisregardingsomethingthatisdoneonlyon
occasion:copyingthesettings
fromonecameratoanother,whichrequiresthattheycopyandpastethe
valuesonefieldatatime.
improved,mostlybecauseitusedtobeworse!Inthepast,tochangethedepthoffield,the
usershadtocreateascriptfilethatcontainedcommandstosetthedepthoffieldand
attachthatscriptfiletothecamera.Thiswasaproblembecausemanyuserswould
generateerrorsbyforgettingtoputacommaorasemicolon,misspellingthenameofthe
command,andsoon
(seetheleftsideofFigure8.1).
Toimprovethesituation,oneofthetoolsprogrammerscreatedatool
tosetthedepthoffield:awindowwitharowofnumericboxes(seetherightsideof
Figure8.1).Eventhoughsomeusersfeelthatthistoolisgood
138◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE8.1The
previous(left)andcurrent(right)methodsforsettingthedepthoffieldofcameras.
100%ofusers,often
Manually
Selectcamera
Move/Rotate
AdjustDOF
30%ofusers,rarely
Copy/PasteValues
FIGURE8.2Taskflowanalysisfortheprocessofsettingupcamerasforcut-scenes.
enoughandthatthereisnothinglefttodo,itiscleartoDanielandFrancisthatthistool
simplyexposestheconceptualmodelofthedepthoffieldscriptcommand,andthat
efficiencycouldbeimprovedfurther.
Usingthenotesfromtheircontextualanalyses,DanielandFrancis
starttobuildataskflowforadjustingthecamera(seeFigure8.2).
Afteranalyzingtheresultsofthetaskflow,theyobservethatalloftheusersadjustthe
depthoffieldmanually,andthattheydoitoften.Theydecidethattheywillworkon
improvingtheefficiencyofthisactionfirst,andthattheywillworkonthecopy/pasting
Design
Toimprovetheefficiencyofmakingmanualadjustmentsusingthedepth
offieldtool,DanielandFrancisstartbyproposingafewsmall,iterativechangestothe
existingdesign.
Tomakethelabelseasiertoscan,theyapplythedesigntechniqueof
hierarchy.Next,toreducetheamountoftimewastedbyfixinginvalidvalues,theyreplace
thenumericboxeswithsliders(followingtheMicrosoftguidelines).Thismakesitclear
thatthevalueshaveaminimumandmaximum.Finally,theymodifythelabelssothatthey
aremorefamiliarto
Real-WorldUser-CenteredDesign◾139
theusers.Forexample,thenewtermfor“TARGET”is“FocusDistance,”
whichmatchesthenameofasimilarvaluefoundinthedepthoffield
camerasettingsoftheanimationtoolthattheanimatorsareaccustomed
tousing.
Evaluation
DanielandFrancisstarttobuildtheirtestplan.Theymakealistoftasksthatcanbeused
tomeasuretheefficiencyofmanuallyadjustingthedepthoffieldvalues.Afewexamples:
“Theartdirectorwouldlikeyoutoincreasethefocuspointof‘camera_2’by10unitsfrom
frame10toframe35inthecut-scene‘Chapter1_ChaseB.’Howwouldyoudothat?”and
“Youreceiveabugreportthatthenearblurof‘camera_3’istoohighby20units
throughoutthecut-scene‘Chapter3_BossFightIntro.’Howwouldyoufixthat?”
decidetogodirectlytocodeasopposedtopre-visualizing(Figure8.3).
Beforerunningthetests,DanielandFrancisalsodecidetoperforma
heuristicevaluationonthenewversionofthedepthoffieldtool.Afewoftheheuristics
jumpoutatthemrightaway:
•Matchbetweensystemandrealworld:Theorderandlayoutofthe
numericboxesmatchthe“setDOF”commandmorethanthecameraandthedepthoffieldeffect.
•Flexibilityandefficiencyofuse:Theusersneedtoclickonthe“Apply”
buttoneverytimetheymakeachange.
FIGURE8.3Firstiterationoftheimproveddepthoffieldtool.
140◾DesigningtheUserExperienceofGameDevelopmentToolsTheydeploythe
changesandruntheirusertests.Thistime,Francis
assignstaskstotheuserswhileDanieltakesnotes.Theyalsorecordtheusers’screen
whiletheyarewatchingthemwork.
Sprint2
Analysis
Aftertheusertestsaredone,DanielandFrancisanalyzethenotesandthevideos.They
calculatethattheuserstakeanaverageof20secondstocompleteallofthetasksfromthe
usertest.Thiswillbetheirbaselinemeasurement.
Theyalsonotethatthemajorityoftheusersfeelthattheorderoftheslidersisconfusing.
DanielandFrancisbelievethatthisisbecausetheydonotmatchtheusers’mentalmodel
ofthecamera,whichisconsistentwiththeirfindingsduringtheheuristicevaluation.
DanielandFrancisdecidetodoabriefcontextualanalysisfocusedonunderstandingthe
users’mentalmodelofthecamera.
Aftermeetingwiththeusers,theyrealizethatmanyofthemdescribe
thecamerafromasideview,indicatingthepointsatwhichthenearandfarbluroccur.
Oneoftheusersevendoesasketchrepresentingtheirmentalmodelofthecamera(see
Figure8.4).ThisinspiresDanielandFrancistoimprovethedesign.
Francishastheideatousethedesigntechniqueofrepresentationtolayouttheslidersso
thattheymatchtheusers’mentalmodel.TheonlyissueisthatFranciscannotfinda
multithumbsliderintheMicrosoftguidelines,sohelookstoothercontentcreation
software.HefindsexamplesofmultithumbslidersintheInputLevelssectionofthe
Levelswindow
inAdobePhotoshop(seethetopofFigure8.5),aswellaswiththeRangeFIGURE8.4
Exploringthementalmodelfordepthoffield.
Real-WorldUser-CenteredDesign◾141
FIGURE8.5Researchingcommoninteractionpatternsforamulti-thumb
sliderinAdobePhotoshop(top)andAutodeskMaya(bottom).Adobeproduct
AutodeskscreenshotsreprintedwiththepermissionofAutodesk,Inc.
142◾DesigningtheUserExperienceofGameDevelopmentToolsFIGURE8.6Second
iterationoftheimproveddepthoffieldtool.
sliderinAutodeskMaya(seethebottomofFigure8.5).Heusestheseastheinteraction
pattern.
Evaluation
BecausethisdesigncontainscontrolsthatdonotexistintheirUItoolkit,andDanielhas
anurgentbugtofix,Francisdecidestopre-visualize.Hecreatesasimplepaperprototype
andthenperformsa“WizardofOz”test.
Thefeedbackfromtheusersispositive.Theysaythattheinterfacefeelsmorenaturalthan
theprevioustool,andtheystatethatitwillenablethemtoworkfaster.Whilethisisgood
feedback,thepaperprototypecanonlyconfirmthatthenewdesignmatchesthemental
model,butitcannot
determineifitincreasesefficiency.Theonlywaytoanswerthatwillbetoimplementthe
changes.OnceDanielisavailable,theymodifytheinterfaceanddeploytheupdated
version(seeFigure8.6).
Astheyaremodifyingtheinterface,DanielandFrancisareapproached
byafewuserswhoremindthemthatcopyingandpastingvaluesisstillaproblem.Since
theyhavemadesomeprogressonmakingmanualadjustments,DanielandFrancisdecide
toseeiftheycanimprovecopyingand
pastingvaluesaswel.Theystartbycreatingausertestforcopyingandpastingvalues
fromonecameratoanother,withtaskssuchas“Anotheranimatorsetup‘cam_5’inthe
cut-scene‘Chapter5_IntroC,’andyouwanttousethesamesettingsfromframe25.How
wouldyoudothat?”
Theyrunboththeusertestformanuallyadjustingvaluesaswellastheusertestfor
copyingandpastingvaluesfromonecameratoanother.
Sprint3
Analysis
DanielandFrancisanalyzethepreviousEvaluationphaseandperform
anothermeasurement.Theydiscoverthattheusersnowtakeanaverageof
Real-WorldUser-CenteredDesign◾143
ninesecondstoadjustthedepthoffieldmanually,whichisan11-secondimprovement
fromwheretheystarted.Theyalsoanalyzetheresultsfrom
thecopyingandpastingcameravaluesusertestandarriveatabaselinemeasurementof
sevenseconds.
Design
Toimprovetheefficiencyevenfurther,DanielandFrancisdesigntwo
changesthatusethetechniqueofreducingexcise.
First,theymodifythetoolsothatthecamerasettingsautomatically
updateassoonastheslidersaremodified.ThisallowstheApplybuttontoberemoved,so
theusersdonothavetomovetheirmousedowntothe
bottomofthetoolandclickeverytimetheymakeachange.
Second,theyaddtheabilitytocopyandpastefromonecamerato
another.Theyexposethisfunctionalitytotheusersbyimplementing
astandardEditmenuwithcopyandpastemenuitems.Theyassociate
thecopyandpastecommandstohotkeysthatfollowexistingstandards:
Ctrl/Cmd+CandCtrl/Cmd+V.Thisway,userscancopyandpastevalues
fromonecameratoanotherquicklyandeasily.
Evaluation
Sincethechangesaresmall,theydecidetomakethemdirectlyincode
(seeFigure8.7).Theyruntheirusertests,andtheresultsfromtheusersarepositive.All
oftheusersappreciatethattheyarenolongerrequiredtoclickontheApplybuttonto
updatethedepthoffieldintheviewport.
Theuserswhocopyandpastevaluesareveryhappythattheycan
nowdoitfaster.Theyalsosaythattheythinkthiswillhavethebiggestimpacton
efficiencyoutofalltheimprovementsthatDanielandFrancishavemade.
FIGURE8.7Thirditerationoftheimproveddepthoffieldtool.
144◾DesigningtheUserExperienceofGameDevelopmentToolsSprint4
DanielandFrancisexaminetheresultsandseethatcopyingandpastingvalueshasdroppedfromsevensecondstotwoseconds.Thatisan
improvementoffiveseconds,whichappearstobesignificant.
RemovingtheApplybuttonhasmadeabigdifferenceforallofthe
usersofthetool,byloweringthetimetoadjustthedepthoffieldmanuallytojustthree
seconds.Thatisanoverallimprovementof17seconds.
CALCULATINGTHERETURNONINVESTMENT
Benisverypleasedwiththeimprovementstothedepthoffieldtool,andhetellsSophie
aboutit.AlthoughshetrustsBen’sopinion,shewantstoensurethatthetimeandmoney
spentonimprovingthetoolsarepaying
off.SherequestsastatusupdatefromDanielandFrancissothatshecancalculatethe
returnoninvestment.*Sheusesthefollowinginformation
forhercalculation:
•Cut-sceneproductionwilllastsixmonths(130workingdays).
•Twelveusersusethedepthoffieldtooltoadjustthecamera.Onaverage,theydothis90
timesper8-hourday.
•Fouruserscopyandpastevaluesbetweencameras.Onaverage,they
dothis10timesper8-hourday.
•Eachuserworkingonthecut-scenescosts$10,000permonth.
ThismeansthatbeforeDanielandFrancismadeanyimprovements,allof
theuserstogetherwouldspendoverfiveman-monthsworkingwiththe
depthoffieldoverthesix-monthperiod,atacostofalmost$50,000(seeFigure8.8).
Aftertheimprovements,theusersarenowspendingalittleunderone
man-monthworkingwiththedepthoffieldoverthesix-monthperiod,oraround$7,500
(seeFigure8.9).
Althoughitmaylookliketheimprovementshaveresultedinasavings
of$42,500,SophiehastosubtractthetimespentbyDanielandFrancis.
Sincetheyworkedonthedepthoffieldtoolforthreetwo-weeksprints,andtheycost
$10,000perman-month,theinvestmentwas$30,000.This
*YoucanfindavarietyofROIcalculatorsontheHumanFactorswebsitehere:
http://humanfactors.
com/coolstuff/roi.asp.
Real-WorldUser-CenteredDesign◾145
BeforeChangestoDepthofFieldTool
130
Cost/man-month$10,000
ManuallyChangeValues
Copy/PasteValues
Numberofusers
12
Numberofusers
4
Secondsperaction
20
Secondsperaction
7
Timesperday
90
Timesperday
10
Totalman-months
4.8
Totalman-months
0.06
Totalcost$48,750
Totalcost
$630
FIGURE8.8Calculatingthecostofusingthedepthoffieldtool.
AfterChangestoDepthofFieldTool
Duration(indays)
130
Cost/man-month$10,000
ManuallyChangeValues
Copy/PasteValues
Numberofusers
Numberofusers
4
Secondsperaction
3
Secondsperaction
2
Timesperday
90
Timesperday
10
Totalman-months
0.7
Totalman-months
0.01
Totalcost$7,312
Totalcost
$180
FIGURE8.9Calculatingthecostofusingthedepthoffieldtoolaftertheimprovementsto
theuserexperience,inanefforttocalculatethereturnoninvestment(ROI).
meansthatthetotalreturnoninvestmentwas$12,500.Thatisoveraman-monthoftime
thatdidnotexistbeforetheimprovements,andDanielandFrancisarenotdoneyet.In
addition,itisimportanttonotethatanyotherproductionthatusestheupdateddepthof
fieldtoolinthefuturewillbenefitfromtheseimprovements,immediately,atnocost.
Unfortunately,thecopyandpastefunctionalitydidnotresultinas
muchofareturnaswashoped,whichemphasizesthatthebiggestimpact
comesfromtheimprovementsthataffectthehighestnumberofusers,andthosewhouse
thetoolsthemostfrequently.
Ultimately,theimprovementshavehadapositivereturnoninvestment.
SophieissatisfiedwiththeresultsandasksDanielandFrancistocontinueimprovingthe
userexperienceofthegamedevelopmenttoolsbyapplying
theUser-CenteredDesignprocess.
Conclusion
SUMMARY
thatcanbeusedtoimprovetheuserexperienceofgamedevelopmenttools.
InChapter1,welearnedthedefinitionofauserexperience,whywe
shouldimprovetheuserexperience,aswellasthevalueofimprovingtheuserexperience.
Wealsolearnedtheimportanceofbalancingtheneedsofthevariousgroupsinvolvedin
thedevelopmentofatool.
Chapter2introducedyoutotheUser-CenteredDesignprocess.We
learnedabouttheadvantagesoftheprocess,aswellashowtointegrateitintoAgile.We
alsodiscussedhowtodealwithalackoftimeandresources.
Chapter3focusedonwhatitmeanstobe“User-Centered.”Inthis
chapter,welearnedabouttheimportanceoffocusingontherightusers
andensuringthatthefeaturesareusefulforthoseusers.Wealsodiscoveredthepowerof
pre-visualizationandthedifferencesbetweenfeaturesandgoals.
Chapter4presentedtheAnalysisphase,wherewediscussedtheimportanceofwatchinguserswork,anintroductiontohuman–computerinteraction,aswellasthedifferencebetweenamentalmodelandaconceptualmodel.Wealso
learnedaboutinterviews,contextualanalysis,andtask
flows,inadditiontounderstandinghowtomeasureimprovementstothe
userexperience.
Chapter5wasallabouttheDesignphase:howthebrainandtheeyes
worktogether,aswellasvisuallanguageandinteractionpatterns.Wealsolearnedawide
varietyoftechniquesthatcanbeusedtoaddresscommon
designproblems,aswellascommoninteractionpatternsforeach.
InChapter6,wediscoveredhowtochoosetherightstrategyforevaluatingourdesigns.Wealsolearnedpre-visualizationtechniquesandheuristicevaluation.
Finally,welearnedhowtobuildandrunusertests.
147
148◾Conclusion
Chapter7broughtusbacktotheAnalysisphasetocompareourmeasurementsandtoprepareforanothercyclethroughtheUser-Centered
Designprocess.
Finally,Chapter8walkedusthroughadayinthelifeofatoolsdevelopmentteamtasked
withimprovingtheuserexperienceofatool,togiveusabettersenseofhowitfeelsto
applytheUser-CenteredDesignprocess.
CLOSINGWORD
Throughoutthisbook,wehaveusedexamplesfromApple.Thisisnot
becauseeverysingleoneoftheirproductshasthebestuserexperience—
theycertainlyhavemadesomemistakesovertheyears—buttheirproductsprovidegoodexamplesthatcanbeusedtosupporttheconceptsand
techniquespresentedinthisbook.However,youmightbewondering,
whatistheirsecret?Howdotheydoit?
OneofthemisconceptionsaboutwhyAppleproductsaresosuccessful
isthattheyhavethebestdesignersintheworld.Whiletheirdesignersarecertainlyvery
good,thatisnottheonlyfactoratplay.
AninterviewwithformerAppleseniordesignerMarkKawanosheds
somelightonthetruth:everyoneatAppleworkstogethertoimprove
theuserexperience.“It’sactuallytheengineeringculture,andthewaytheorganizationis
structuredtoappreciateandsupportdesign.Everybody
thereisthinkingaboutUXanddesign,notjustthedesigners.Andthat’swhatmakes
everythingabouttheproductsomuchbetter…muchmore
thananyindividualdesignerordesignteam.”*
Thegamesindustryneedstomaketheuserexperienceoftoolsapriority.Todothat,weneedtheUser-CenteredDesignprocesstobecomeas
commonasusingScrum,profilingGPUperformance,andcreatingcutscenestoryboards.Whenthathappens,wewillstarttoseetheculture
shiftnecessarytomakebigimprovements.
WheretoBegin?
Nowthatyouhavereadthisbook,thefirststepistostartapplyingtheUser-Centered
Designprocesstoyourowntoolsdevelopmentwork.Once
youfeelconfidentwiththeprocessandyouhavehadsuccessthatyou
canmeasure,thenextstepistospreadtheword.Helppeopleunderstand
*Youcanreadthefullinterviewhere:http://www.fastcodesign.com/3030923/4-mythsabout-apple-design-from-an-ex-apple-designer.
Conclusion◾149
howUser-CenteredDesigncanbeintegratedintothetoolsdevelopment
pipelineatyourstudio,becauseeverystudioisdifferent.Tellyourcolleagueshowyou
achievedyoursuccesses,andwhatyoulearnedfromyour
failures.Everyoneinthegamesindustryshouldbeawareoftheincrediblepotentialthatis
Thereisnorightorwrongtimetostart.Startsmall,andthenworkyourwayup.Doa
heuristicevaluationofthattoolyouhavebeenworkingon.
Setupafewinterviewswiththestakeholdersandcontextualanalyseswiththeusersso
youcanestablishandtrackmeasurements.Applyoneofthe
manytechniquesfoundintheDesignchapter.
Improvingtheuserexperienceisaniterativeprocess,whichmeansyou
canbeginatanytime…andthattimemightaswellbenow!
Areyouready?Three…two…one…go!
Thanks
Thisbookwaswritten,illustrated,andeditedinairplanes,trains,hotelrooms,andcafes,
infourcities,ontwocontinents,ononelaptop.Itwouldnothavebeenpossiblewithout
thefollowingpeople.
JimBrown,LiamGrieg,TomHoferek,CoreyJohnson,Thérèse
Migan,JasonParks,andKarineThériaultfortheirinvaluablefeedback.
DominiqueRoussy,forgivingmemyfirstjobinthegamesindustry.My
firstcomputerscienceteacher,SusanVanGelder,forseeingmyinterestinthefusionof
programmingandart,andprovidingmewiththetoolsI
needed.MikeActon,forhiscontributionstogametoolsusability,andforprovidingthe
foreword.GeoffEvans,JeffWard,DanGoodman,andall
otherpast,present,andfuturemembersoftheToolsmithsIGDASIG,for
workingtobringthechallengesofgametoolsdevelopmentintothespotlight.Ubisoft,forgivingmetheopportunitytoturnmypassionforuserexperienceand
contentcreationtoolsintoacareer.Pierre-LucTremblay,forintroducingmetoThe
InmatesAreRunningtheAsylum—andtoAlanCooperforwritingit.RickAdams,Maura
Cregan,MarshaPronin,Amy
Blalock,CharlotteByrnes,andeveryoneatCRCPresswhohelpedtomake
thisbookpossible.LucySuchman,JasonMitchell,andSaraLottatthe
ComputerHistoryMuseumforprovidingafewoftheimagesinthisbook.
Sony,formakingatoughlittlelaptopthataccompaniedmethroughout
thislongjourney.Mybigbrotherandbigsister,whopreparedmefortherealworldby
sandwichingmeinthebackseatofourparents’car.Mywifeandchildrenforreminding
methatthereismoretolifethanjustcontentcreationtools…whichIbelieve,mostofthe
time.Thankyou,Andrea,
Benjamin,andSophie…Iloveyou!
151
RecommendedReading
Adlin,Tamara,andJohnPruitt.TheEssentialPersonaLifecycle:YourGuidetoBuilding
andUsingPersonas.SanFrancisco,CA:MorganKaufmann,2010.
Alexander,Christopher,SaraIshikawa,andMurraySilverstein.APatternLanguage:
Towns,Buildings,Construction.NewYork:OxfordUniversityPress,1977.
Anderson,Jonathan,JohnMcRee,RobbWilson,etal.EffectiveUI.Beijing:O’Reily,
2010.
Buxton,William.SketchingUserExperiences:GettingtheDesignRightandtheRight
Design.Amsterdam:Elsevier/MorganKaufmann,2007.
Cooper,Alan.TheInmatesAreRunningtheAsylum.Indianapolis,IN:Sams,1999.
Cooper,Alan,RobertReimann,andDaveCronin.AboutFace3:TheEssentialsof
InteractionDesign.3rded.Indianapolis,IN:WileyPub.,2007.
Gamma,Erich,RichardHelm,RalphJohnson,andJohnVlissides.DesignPatterns:
ElementsofReusableObject-OrientedSoftware.UpperSaddleRiver,NJ:AddisonWesley,1995.
Gladwel,Malcolm.DavidandGoliath:Underdogs,Misfits,andtheArtofBattling
Giants.NewYork:LittleBrown&Company,2013.
Gothelf,Jeff,andJoshSeiden.LeanUX:ApplyingLeanPrinciplestoImproveUser
Experience.Sebastopol,CA:O’ReilyMedia,2013.
Hawkins,Jeff,andSandraBlakeslee.OnInteligence.NewYork:TimesBooks,2004.
Hiltzik,MichaelA.DealersofLightning:XeroxPARCandtheDawnoftheComputer
Age.NewYork:HarperBusiness,1999.
Johnson,Jeff.DesigningwiththeMindinMind:SimpleGuidetoUnderstandingUser
InterfaceDesignRules.Amsterdam:MorganKaufmannPublishers/
Elsevier,2010.
Krug,Steve.Don’tMakeMeThink!:ACommonSenseApproachtoWebUsability.
2nded.Berkeley,CA:NewRidersPub.,2006.
McConnel,Steve.CodeComplete:APracticalHandbookofSoftwareConstruction.
2nded.Redmond,WA:MicrosoftPress,2004.
Myers,BradA.“TheImportanceofPercent-DoneProgressIndicatorsfor
Computer–HumanInterfaces.”ACMSIGCHIBuletin16,no.4(1985):11–17.
153
154◾WorksCited&RecommendedReading
Nielsen,Jakob.“FirstRuleofUsability?Don’tListentoUsers.”NielsenNormanGroup.
http://www.nngroup.com/articles/first-rule-of-usability-dont-listen-to-users/(accessed
Nielsen,Jakob.“WhyYouOnlyNeedtoTestwith5Users.”NielsenNormanGroup.
http://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users(accessed
July15,2014).
Nielsen,Jakob.“ResponseTimeLimits.”NielsenNormanGroup.http://www.
nngroup.com/articles/response-times-3-important-limits/(accessedJuly15,2014).
Nielsen,Jakob.UsabilityEngineering.Boston:AcademicPress,1993.
Norman,DonaldA.TheDesignofEverydayThings.NewYork:BasicBooks,1988.
Portigal,Steve.InterviewingUsers:HowtoUncoverCompelingInsights.Brooklyn,NY:
RosenfeldMedia,2013.
Saffer,Dan.DesigningforInteraction:CreatingInnovativeApplicationsandDevices.
2nded.Berkeley,CA:NewRiders,2010.
Sanders,ElizabethB.-N.“ConvergingPerspectives:ProductDevelopmentResearchfor
the1990s.”DesignManagementJournal(FormerSeries)3,no.4(1992):49–54.
Suchman,LucilleAlice.Human–MachineReconfigurations:PlansandSituatedActions.
2nded.Cambridge:CambridgeUniversityPress,2007.
Sy,Desiree.“AdaptingUsabilityInvestigationsforAgileUser-CenteredDesign.”
JournalofUsabilityStudies2,no.3(May2007),112–132.(Availableat
http://uxpajournal.org/wp-content/uploads/pdf/agile-ucd.pdf.)
Vlaskovits,Patrick.“HenryFord,Innovation,andThat‘FasterHorse’Quote.”
HarvardBusinessReview.http://blogs.hbr.org/2011/08/henry-ford-never-said-the-fast/
(accessedJuly15,2014).
Weinschenk,Susan.100ThingsEveryDesignerNeedstoKnowaboutPeople.
Berkeley,CA:NewRiders,2011.
Wilson,Mark.“4MythsaboutAppleDesign,fromanEx-AppleDesigner.”Co.
Design.http://www.fastcodesign.com/3030923/4-myths-about-apple-design-from-anex-apple-designer(accessedJuly15,2014).
TOOLS&GUIDELINES
MicrosoftWindowsUserExperienceGuidelines:http://msdn.microsoft.com/
library/windows/desktop/dn688964.aspx
AppleOSXUserExperienceGuidelines:https://developer.apple.com/library/mac/
documentation/UserExperience/Conceptual/AppleHIGuidelines/Intro/
Intro.html
W3Cstandardsforcontrast:http://www.w3.org/TR/UNDERSTANDING-WCAG20/
visual-audio-contrast-contrast.html
roi.asp
MeasuringUsabilityarticleontheSUS(SystemUsabilityScale):http://www.
measuringusability.com/sus.php
JakobNielsen’s10UsabilityHeuristics:http://www.nngroup.com/articles/ten-usabilityheuristics/
Trademarks
Adobe•,theAdobe•logo,Adobe•Audition•,Adobe•Photoshop•,
Adobe•PremierePro•,andAdobe•Illustrator•areeitherregistered
trademarksortrademarksofAdobeSystemsIncorporatedintheUnited
Statesand/orothercountries.
Autodesk•,theAutodesk•logo,Autodesk•Maya•,Autodesk•
Combustion•,andAutodesk•3dsmax•areregisteredtrademarksor
trademarksofAutodesk,Inc.,and/oritssubsidiariesand/oraffiliatesintheUnitedStates
and/orothercountries.
TheUnity•name,logo,brand,andothertrademarksorimagesfeatured
orreferredtowithinthisbookarelicensedfromandarethesolepropertyofUnity
Technologies.Neitherthisbook,itsauthor,northepublisherisaffiliatedwith,endorsed
by,orsponsoredbyUnityTechnologiesoranyofitsaffiliates.
Microsoft•,theMicrosoft•logo,Office•,Word•,Excel•,PowerPoint•,
VisualStudio•,Halo•,ExpressionBlend•,andWindows•areeitherregisteredtrademarksortrademarksofMicrosoftCorporationintheUnited
Statesand/orothercountries.
Apple•,theApple•logo,GarageBand•,Mac•,Xcode•,iTunes•,iPhone•,
iPod•,iOS•,andOSX•aretrademarksofApple,Inc.,registeredinthe
UnitedStatesandothercountries.
NVIDIA•,theNVIDIA•logo,NVIDIA•TextureTools,andthe
NVIDIA•NormalMapfilteraretrademarksand/orregisteredtrademarksofNVIDIACorporationintheUnitedStatesandothercountries.
Audacity•softwareiscopyright(c)1999-2014AudacityTeam.Thename
Audacity•isaregisteredtrademarkofDominicMazzoni.
155
156◾Trademarks
BalsamiqSRLandBalsamiqStudios,LLC,usedwithpermission.
StarCraft•andBlizzardEntertainment•aretrademarksorregisteredtrademarksof
BlizzardEntertainment,Inc.,intheUnitedStatesand/orothercountries.
QtisaregisteredtrademarkofDigiaPlcand/oritssubsidiaries.
Xerox•,theXerox•logo,andtheXerox•8200areregisteredtrademarks
ofXeroxCorporationintheUnitedStatesand/orothercountries.
iRiver,theiRiverlogo,andtheiRiverH300areregisteredtrademarksofiRiverLimitedin
theRepublicofKoreaand/orothercountries.
Epic,EpicGames,andtheEpicGameslogoaretrademarksorregistered
trademarksofEpicGames,Inc.,intheUnitedStatesandelsewhere.
Amazon,Kindle,Storyteller,andMechanicalTurkaretrademarksof
Amazon.com,Inc.,oritsaffiliates.
Sony,theSonylogo,PlayStation,Vaio,EmotionEngine,andCell
BroadbandEnginearetrademarksorregisteredtrademarksofSony
ComputerEntertainment,Inc.,intheUnitedStates,othercountries,or
bothandisusedunderlicensetherefrom.
PixarisaregisteredtrademarkofPixarAnimationStudios.
LogitechisaregisteredtrademarkofLogitechInternationalintheUnitedStatesandother
countries.
Valve,theValvelogo,andTeamFortress2aretrademarksand/orregisteredtrademarksofValveCorporation.
MadCatzandtheMadCatzlogoaretrademarksorregisteredtrademarks
ofMadCatzInteractive,Inc.,itssubsidiariesandaffiliates.
“MiniconsFreeVectorIconsPack”byWebalys(http:/www.webalys.com/
minicons)usedunderCCBY3.0license(http:/creativecommons.org/
licenses/by/3.0/).
L
COMPUTERGAMEDEVELOPMENT/DESIGN
IGHTBOWN
DesigningtheUserExperienceofGame
DevelopmentTools
“Davidisguidedbyhisbeliefthathecancontributetoraisingthebarforallofus:that
wecanallspeakthesamelanguage,understandthesameconcepts,andusethesame
techniques,sothatwecanallmakebettergames.Whatyouarereadingnowistheresult
ofDavidLightbown’sfirstbigmissiononthatverylongquest.”
DESI
—MikeActon,EngineDirector,InsomniacGames
“UserexperienceisthepreeminentdesignchallengeofourtimeandDavidhasGNIN
capturedandrefinedtheseconceptstohelpusproducebeautifullydesignedworkflows
thatareapleasuretouse.Hisacclaimedlectures,nowdemonstratedandelaboratedin
thisbook,arebrilliantandveryappropriatetoourindustry.”
GTHEU
theUser
—JasonParks,Owner,ContinuityAI;FormerTechnicalArtistforSCEA,THQ,and
Volition
SER
“DavidLightbown’sbookshinesalightonadarkcornerofthegames,butit’sacorneron
thepathwetakeeverydayingamedevelopment.AlldevelopersoweEX
ittotheirfutureselvestolearntoapplytheprocesspresentedinthisbooktoPER
IEN
Experience
theirtools.”
—CoreyJohnson,UnityTechnologies
C
“Ifyoubuildgamestoolsandarenotfamiliarwithuser-centereddesign,thenEO
youshouldreadthisbook.…providesacomprehensiveintroductiontoF
user-centereddesignwitheasy-to-understandexplanationsandplentyofGAME
ofGame
real-worldexamplesthatdemonstratetheprinciplesandbestpracticesyouneedtoknow
tostartbuildingbettertoolstoday.”
D
—TomHoferek,PrincipalUserExperienceDesigner,AutodeskEVEL
DesigningtheUserExperienceofGameDevelopmentToolsexplains
OPMEN
Development
howtoimprovetheuserexperienceofgamedevelopmenttools.Thefirstpartofthebook
detailsthelogicbehindwhytheuserexperienceofgametoolsmustbeimproved.The
secondpartintroducestheconceptofuser-centereddesign,T
aprocessthatrevolvesaroundunderstandingpeople’sgoals,watchingthemTO
OLS
Tools
theythink.
Idealforanyonewhomakes,uses,orbenefitsfromgamedevelopmenttools,thebook
presentscomplexconceptsinamannerthatisaccessibletothosenewtouserexperience
design.
K23310
ISBN:978-1-4822-4019-1
90000
DAVIDLIGHTBOWN
9781482240191
DocumentOutline
FrontCover
Contents
PraiseforDesigningtheUserExperienceofGameDevelopmentTools
Foreword
Introduction
AbouttheAuthor
Chapter1:WelcometoDesigningtheUserExperienceofGameDevelopmentTools
Chapter2:TheUser-CenteredDesignProcess
Chapter3:WhatDoesItMeantoBe“User-Centered”?
Chapter4:Analysis
Chapter5:Design
Chapter6:Evaluation
Chapter7:BacktoAnalysis
Chapter8:Real-WorldUser-CenteredDesign
Conclusion
Thanks
WorksCited&RecommendedReading
Trademarks
BackCover