Exploratory Design for New User Interfaces Josh Lee, Floor Is Lava

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1 Exploratory Design for New User Interfaces Josh Lee, Floor Is Lava Game Design Conference, September 2012

2 Introduction Josh Lee Floor Is Lava Experience Sifteo Excite Truck

3 User interface UI = Input + Output

4 User interface UI = Input + Output + Context

5 Innovations in UI Then: Focus on outputs Now: Inputs ahoy!

6 Pop quiz Q: What are the most important games in Microsoft s history?

7 Pop quiz Q: What are the most important games in Microsoft s history? A: Minesweeper and Solitaire

8 Learning to mouse

9 Designing for new user interfaces Design to Discover Design to Teach Design for the Body Design for the Environment Design to Inspire

10 Design to discover Be humble Become an expert Make games. Lots of games!

11 Sketch all the ideas Get all your ideas on paper Flesh out details Figure out what doesn t work

12 Focus on mechanics Bottom-up design Worry about the other stuff later Explore the unknown

13 Small is beautiful Simple mechanics lead to small games Look for the Minesweeper, not the Starcraft

14 Develop the interaction language Give names to gestures Simple vs. Compound gestures

15 The most important question Would this game work better in another interface?

16 The even more important question Would this game even be possible in another interface?

17 Design to teach Teaching tutorials Teaching = sharing discoveries Let the player explore Design each game as if it s the first thing the user has ever seen in the interface

18 Keep it simple Simple gestures first Compound gestures later

19 Learning and difficulty curves Normally: steady upward movement

20 Learning and difficulty curves Unfamiliar UI introduces early spikes The interface is hard; your game doesn t need to make it harder

21 Learning and difficulty curves Reduce cognitive load while players get over the hump Raise difficulty organically

22 Design for the body Then: minimal body movement Now: full body UIs

23 Design for the body A human is not just a brain with fingers

24 Watch for fatigue Physical fatigue Changing controller usage Eye strain

25 Playtest Playtest Playtest Observational vs. metrics, interviews Watch the player Face Hands Posture

26 Design for the environment There is no virtual world, there is only this world.

27 Awareness of space Where is the game being played? Who is playing? Who is observing? How does the site of play affect the activity of play?

28 Playtesting in the home More comfortable for the player Examine the sites of play Site of play affects ergonomics Inquire about when play happens Investigate the scene!

29 Wait a minute... Why are we doing all this again?

30 New UI: Sifteo

31 New UI: Second screens

32 New UI: Sphero Smartphone-controlled robot roller balls

33 New UI: VR goggles (again!)

34 New UI: Personal telemetry Fitbit, Fuelband, etc. Is that a bundle of sensors in your pocket, or are you just... oh. That s a bundle of sensors in your pocket.

35 New UI: 3D printers

36 New UI: Emotiv OMG brain control

37 New UI: Makey Makey Turn any conductive surface into a controller

38 Design to inspire designers Lead, don t follow Draw the map for other designers

39 Design to inspire players Show players new possibilities Explore new spaces with them

40 Thanks! Josh Lee

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