Professional Documents
Culture Documents
Zhan Ye
Human-Computer Interaction Institute
Carnegie Mellon University
December, 2000
Introduction
We have seen a lot of articles about artificial intelligence (AI) programming, path-finding
algorithms, and 3D modeling in various books and magazines. Given the fact that the
game market is so competitive, almost every aspect of game design and development has
been studied carefully to find better ways to create better games. But it is sad to see that
one important aspect of game design has been long neglected - user interface (UI).
Nobody has ever mentioned the role and importance of UI to a game. Nor have we seen
any research on how to design a better UI for games. It is interesting to notice that other
software industries have all invested a lot of time and effort in finding new methods and
processes to design and evaluate UI. Just look at those online job sites, you will find a lot
of job openings for UI designers, interaction designers, usability specialists and user
experience designers. But in the game industry, UI designers still dont have an
important role; in fact in most teams they dont even exist. Even in big companies that
have realized the problem, such as Microsoft, their attempt to integrate UI design into the
whole game design and development process is still in its early stage and hasnt shown
any promising results yet. Game designers still ask fundamental questions like Why
does user interface matter? In the first part of this article, I will try to answer this
question. In the second part, I will briefly describe the differences between the UIs of PC
and console games. In the third part, I will give some ideas about why and how to use
human-computer interaction (HCI) methodologies to improve UI design for games and
how to integrate these methods into the game design and development process. In the
final part of the article, I will give a detailed example using The Age of Empires II from
Microsoft to show how HCI methods can be used to help game designers locate design
problems and create innovative designs.
For RPG games, like the Final Fantasy series, you dont want gamers to see the whole
world map when they start the game. Instead, you want them to explore the world piece
by piece. The fun of playing games largely depends on the exploration and the
excitement and uncertainty it brings. For the same reason, we dont want gamers to
know the internal mechanics of a game when they start playing the game. We want them
to gradually discover how the game tricks them and what kind of strategies they should
use. Through trial and error, they will build an increasingly complicated mental model of
the game and feel a sense of accomplishment because their knowledge and skills are
improving over time. So UI doesnt only help gamers to play games successfully, but
also controls the pace at which the internal mechanisms will be revealed to gamers.
Eventually the internal mechanics will be revealed, and gamers will be able to finish the
game successfully.
almost 10 years before other software industries. But the game industry just stopped
there, without any conscious attempt to find out formal methods and processes to help
game designers to create good game play. Game designers still highly rely on their
intuition to do their work, whereas Web designers have a number of well-developed
methods and tools to use.
Fitts Law: In addition to these two methods, another powerful tool that can be
helpful is the Fitts law. It is a very important theory that, once applied, can greatly
improve the efficiency of a UI design. It states that the time required to move the
cursor to a target size S which lies a distance D away is given by T=Im Log 2 (D/S +
0.5). The longer the distance, the smaller the target size, and thus more time will be
needed to click the target, as the consequence, the user will feel more stress. The
general design goal, then, is to reduce the distance between two controls and enlarge
the size of the controls under given constraints. Designer should also avoid device
swapping and disturbing the focus of attention. Fitts Law is extremely valuable not
just because we can now evaluate two alternative designs quantitatively, but also
because it provides a guideline and perspective for us when we think about design.
UI Design Guidelines
User Interface Shouldnt Be Distracting
One common mistake that we have seen in a lot of games, even successful ones, is that
the UI is so beautiful, so overly decorated that it becomes a distraction. UI should have
aesthetic taste, but more importantly, it should be simple, efficient, easy to use, and
consistent with the whole game environment.
Figure 6. AOEs building buttons use the actual images of the buildings. They dont provide
enough affordance. They are visually complicated and look similar to each other (especially
the first three in the first row and the last three in the second row.) They fail to provide a
cognitive bridge between the buildings themselves (the images of the buildings) and the
functionality of the buildings (what kind of products they produce.) Gamers, even experienced
ones, cannot easily figure out which building is for what purpose and will hesitate when they
need to choose among them.
Figure 7. In AOE II, the building buttons are greatly improved. They are elegantly simplified
icons. Although simplified, they represent their functions clearly. Because instead of using
the actual images of the buildings, UI designers focused on the functionality of the buildings,
that is, the products the buildings produce. Gamers will have no problem choosing the one
they want among them. The new design is more efficient since it can lower the cognitive load
of the gamers when they play games.
Figure 8. The display panel in AOE II is unbalanced, although the labels and icons are aligned. It
is overly weighted in the left side and leaves plenty of empty space in the lower right-hand corner.
Case Study:
Age of Empires (AOE) II is a strategy game published by Microsoft. It is well received
and praised by both gamers and game designers because of its innovative graphics and
involving game play. But even a successful game like AOE II still has its problems, and
using it as an example will enable us to realize that there are still many areas that can be
improved.
In order to evaluate AOE IIs UI, the first step, we need to find some tasks that are
frequently performed by gamers. Each task is an action sequence that is performed step
by step by the gamer to achieve a specific goal.
Figure 9. The action sequence of constructing a building. Red lines with arrows are used to show the
path of the cursor movement.
Before we analyze the action
sequence, we need to make
some assumptions about the
initial positions of the
villager and the cursor.
Lets assume that we have a
villager standing in the
center of the screen, and the
initial cursor position is also
at the center of the screen.
Step 1: The gamer clicks the
villager. The building panel
will show a number of
available actions.
(a)
(b)
Figure 10. Comparing to the old design (a), the new design (b) greatly reduces the required mouse
movement.
about it: gamers usually have to do the same action sequence hundreds of times when
they play the game. The new design saves a lot of time, and much more importantly,
relieves the muscle fatigue greatly. It is not only an efficient design, but also helps to
relieve the pain and stress associated with computer usage to some extent.
The new design (b) also saves a lot of screen space. The building panel occupies a huge amount of valuable
screen space, and it is empty most of the time. Changing it into a pop-up menu leaves more screen space
for the world map. Research shows that the sense of immersion is very important to games and VR
systems. Having a large amount of screen space devoted to UI will reduce the sense of immersion, since
UI is not an organic part of the virtual world of the game. UIs should occupy the minimum amount of
space required to display the most important controls and information.
to click on the scrollbar to scroll the Web page. They all require long mouse movement
to the edge of the screen. To solve this problem, Microsoft provided an innovative
design, IntelliMouse, which is a mouse with a scroll wheel. It is a hardware solution that
totally eliminates the required movement. The D in Fitts law is reduced to zero, which
means the efficiency is greatly improved. Similarly, we can use a hardware solution for
the map scrolling in AOE II.
In the real world, people perform tasks with
both hands, because it is more efficient. We
often use our non-dominant hand to hold
objects while using our dominant hand to
perform precise operations on them. Most of
todays UIs still make use of only one pointing
device that users manipulate with their
Figure 11. Microsoft IntelliMouse is an
dominant hand. A lot of research, however,
excellent hardware solution to the device
has shown that carefully designed two-handed
swapping/mouse movement problem.
interaction can improve the efficiency of UIs.
The most famous example is Xerox PARCs
Toolglass. I will not describe the details here,
but basically they used two pointing devices,
one mouse for the dominant hand, one
trackball for the non-dominant hand. The nondominant hand controls the position of the
Toolglass using trackball because it requires
relatively lower precision. The dominant hand
controls the cursor. We can adapt this design
Figure 12. Trackball is ideal for map
for AOE II using a trackball to control the
scrolling because of its form factor.
scrolling of the map and a mouse to control the
cursor. The benefits of this design are, first, the required cursor movement is zero. It is
basically a hardware solution to the problem. Second, by using two pointing devices, we
introduce parallel interaction into the game. Now gamers can move the cursor and map
concurrently. The steps 2 to 5 in the action sequence will be changed from being
serialized to parallel and it saves a lot of time.
Conclusion
The above case study explains how to analyze a UI and game play by studying its action
sequences. It also shows how to use design guidelines and Fitts law to find problems in
the action sequences. The proposed two-handed interaction shows that HCI research can
bring innovative ideas to game designs. Although we need time and real-world testing to
determine if the ideas innovated in the labs can succeed and eventually benefit us, it is
always important to have these innovative ideas first.