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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


  1. Information Architecture and Games Patricia Evans

  2. Overview • IA in Video Games • Menus • Loading Screens • Tab Screens • Questions? • References

  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

  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 •

  5. Menu Types • Main Menu – Allows the user to choose from several actions • New Game, Load Game, Settings, Quit Game, etc.

  6. Menu Types Cont. • In Game Menus – Expand options beyond Main Menu • Character Stats, Inventory, Points, etc.

  7. 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

  8. Dos and Don’ts of Menus • Do allow the user to skip • Do not place a montage splash screens video before menu • Do allow the user to • Do not constantly remind Continue Game on menu player of auto save • Do allow the user to quit • Do not bury important to desktop information • Do save settings once changed

  9. Icons • Customized icons can greatly add to the fantasy • Accelerate navigation • Adds to visual component of game

  10. 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

  11. Tab Screens Easy navigation • Requires users to • interact with menu Increasingly popular • thanks to touch screens

  12. Conclusion • The best game IA: – Eases navigation – Provides information quickly and efficiently – Enhances game use – Maintains the fantasy of game

  13. QUESTIONS?

  14. 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/

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