Information Architecture and Games Patricia Evans Overview IA in - - PowerPoint PPT Presentation

information architecture and games
SMART_READER_LITE
LIVE PREVIEW

Information Architecture and Games Patricia Evans Overview IA in - - PowerPoint PPT Presentation

Information Architecture and Games Patricia Evans Overview IA in Video Games Menus Loading Screens Tab Screens Questions? References IA in Video Games Gaming is an escape from reality User Interface Needs to


slide-1
SLIDE 1

Information Architecture and Games

Patricia Evans

slide-2
SLIDE 2

Overview

  • IA in Video Games
  • Menus
  • Loading Screens
  • Tab Screens
  • Questions?
  • References
slide-3
SLIDE 3

IA in Video Games

  • Gaming is an escape from reality
  • User Interface

– Needs to maintain fantasy as much as possible – Provide relevant information clearly and quickly

slide-4
SLIDE 4

Menus

  • Typically hub-and-spoke

type architecture

  • Provides a simplistic

view of options

  • Acts as control panel for

the game

  • Need to be attractive
  • Add to users’

experience

  • Maintain fantasy
slide-5
SLIDE 5

Menu Types

  • Main Menu

– Allows the user to choose from several actions

  • New Game, Load Game,

Settings, Quit Game, etc.

slide-6
SLIDE 6
slide-7
SLIDE 7

Menu Types Cont.

  • In Game Menus

– Expand options beyond Main Menu

  • Character Stats, Inventory, Points, etc.
slide-8
SLIDE 8

Menu Types Cont

  • Context Menus

– Limited options – Location specific – Allows users to learn specific tasks as they go and are needed – Radial menus are becoming increasingly popular

slide-9
SLIDE 9

Dos and Don’ts of Menus

  • Do allow the user to skip

splash screens

  • Do allow the user to

Continue Game on menu

  • Do allow the user to quit

to desktop

  • Do save settings once

changed

  • Do not place a montage

video before menu

  • Do not constantly remind

player of auto save

  • Do not bury important

information

slide-10
SLIDE 10

Icons

  • Customized icons

can greatly add to the fantasy

  • Accelerate

navigation

  • Adds to visual

component of game

slide-11
SLIDE 11

Loading Screens

  • Quick, easy way to

convey tips

  • Keeps users

entertained while they wait

  • Continues theme of

game

  • Loading status can be

shown in unique ways

slide-12
SLIDE 12
slide-13
SLIDE 13

Tab Screens

  • Easy navigation
  • Requires users to

interact with menu

  • Increasingly popular

thanks to touch screens

slide-14
SLIDE 14
slide-15
SLIDE 15

Conclusion

  • The best game IA:

– Eases navigation – Provides information quickly and efficiently – Enhances game use – Maintains the fantasy of game

slide-16
SLIDE 16

QUESTIONS?

slide-17
SLIDE 17

References

  • http://kotaku.com/5955855/the-ten-commandments-of-video-game-menus
  • http://www.smashingmagazine.com/2011/07/27/what-web-designers-

can-learn-from-video-games/

  • http://mitchbanks.wordpress.com/2012/03/14/310/
  • http://en.wikipedia.org/wiki/Information_architecture#The_role_of_IA
  • http://en.wikibooks.org/wiki/Video_Game_Design/Structure
  • http://criticalindex.com/video-game-menus/
  • http://en.wikipedia.org/wiki/Context_menu#Usability
  • http://story-games.com/forums/discussion/1111/context-menus-for-rpgs
  • http://gamedev.tutsplus.com/tutorials/aesthetics/game-ui-by-example-a-

crash-course-in-the-good-and-bad/