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2010


                   Game Design 2
                    Lecture 7: Micro / Macro Readings




http://www.comu346.com                          dfarrell@davidlearnsgames.com
Free Stuff
• email Frank Geraghty
• You get:
 • Visio
 • Visual Studio
 • Windows XP,Vista, 7 pro etc..
• Doesn’t come with office (link from uni for
  £50 version)
World of Goo
Micro / Macro Readings

‘A method for presenting large quantities of data at high
  densities in a way that a broad overview of the data is
 given and yet an immense amount of detail is provided.’
                                                 Ruddle 2002
Definition

• Visualising data at two levels in one image
 • Micro Data (low level detail)
 • Macro Data (high level detail)
• User / Viewer can get a rough idea at a
  glance but also see detailed information
Layering & Separation?

• Layering & Separation == multiple types of
  information
• Micro & Macro == multiple scales of
  information
Spatial

• Maps can show geographical breakdown of
  a location as well as local detail
• Geometry of land mass as well as regional
  breakdown.
4th Dimension


• More subtle macro readings can look into
  time.
• The circular layout of the centre of Senlis
  shows its history as a Gallo-Roman
  fortification.
• Glasgow’s industrial history, built around
  the River Clyde is apparent by the density
  on its shore.
• Stirling borders a river but the lack of focus
  shows its different history.
Symbolic Use

• Micro / Macro design
  is not always geographic.
• This poster shows that
  from the work of many
  hands, one great plan
  will be fulfilled.
Character Design

• In games, it is often possible to read many
  scales of information from looking at a
  character:
  • character class, team, attack, defence,
    health etc.
Combining M/M & L&S
• The London Air Quality Network website
  has to provide a very dense set of data in
  an intuitive interface.
• They layer user interface elements over a
  rich map which shows different types of
  data as well as different scales of data.
• http://bit.ly/londonair
ddddddddddfsdfadf


• dd
Meaning through Scale

• The Vietnam Veterans Memorial achieves its
  visual and emotional strength through
  micro / macro design.
  (Tufte, p43)
• 58,000 dead soldiers
• scale can be seen at a
  distance
• Individual names up close
• Ordered by date of
  death
Relative Data
• http://bit.ly/billiondollargram
• Shows spend / cost in billions
  from US budget and events
• Can see immediately highest
  spent areas
• Can also see actual numbers
Stem and Leaf


• Like a bar chart / histogram but uses the
  space that would normally be used by solid
  blocks of colour.
218 Mountains


•d
• Glance tells distribution
• Analysis provides more
• Scale given
• Necessary to round
292 Trains
292 Trains (badly)
• 777 more characters
• hard to see how frequently trains leave at a
  given hour
  • rush hour?
  • 11pm trains?
Stem & Leaf Improve?


• How can you modify the stem & leaf plot
  to show more information (such as
  platform number)?
Back to Back S&L
Missile or Toothbrush?
• 7000 objects > 10 cm in diameter in space
 • rocket engines, bin bags, frozen sewage,
    shrapnel from tests, 1 wrench and 1
    toothbrush
• Only 5% are functional satellites
• Necessary to track for safety of launches
• Note the ring on the second image.
 • this is the geostationary orbit used by
    satellites
• The scale of the problem can be seen, not
  only in overall but also in terms of orbit
  height and relative density of areas.
Why Micro & Macro?

• We thrive in information rich contexts
• Visually rich displays are not only
  appropriate to convey information but are
  often the optimal way to do so.
• If information is spread over multiple
  screens, the user needs to keep that
  information in memory
• If information is condensed into one
  screen / graphic, it only requires
  understanding.
• Micro / Macro designs enforce local and
  global comparisons but do so without the
  need to context switch.
• Power is given to the user to decide what
  level of detail is required.
Too complicated?

• Don’t forget that the data is never the
  problem.

  ‘Clutter and confusion are failures of
  design, not attributes of information‘
                                  (Tufte)
Downsides of M/M
• creating good Micro / Macro design is hard.
• it is easier to have one display for each
  scale of data.
• it may be necessary to gather or process
  more data (e.g. stem plot vs bar chart)
• it may be difficult to blend the scales
  together.

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Game Design 2 (2010): Lecture 7 - Micro and Macro Design

  • 1. 2010 Game Design 2 Lecture 7: Micro / Macro Readings http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. Free Stuff • email Frank Geraghty • You get: • Visio • Visual Studio • Windows XP,Vista, 7 pro etc.. • Doesn’t come with office (link from uni for £50 version)
  • 4. Micro / Macro Readings ‘A method for presenting large quantities of data at high densities in a way that a broad overview of the data is given and yet an immense amount of detail is provided.’ Ruddle 2002
  • 5. Definition • Visualising data at two levels in one image • Micro Data (low level detail) • Macro Data (high level detail) • User / Viewer can get a rough idea at a glance but also see detailed information
  • 6.
  • 7. Layering & Separation? • Layering & Separation == multiple types of information • Micro & Macro == multiple scales of information
  • 8. Spatial • Maps can show geographical breakdown of a location as well as local detail • Geometry of land mass as well as regional breakdown.
  • 9.
  • 10.
  • 11. 4th Dimension • More subtle macro readings can look into time.
  • 12.
  • 13. • The circular layout of the centre of Senlis shows its history as a Gallo-Roman fortification.
  • 14.
  • 15.
  • 16. • Glasgow’s industrial history, built around the River Clyde is apparent by the density on its shore. • Stirling borders a river but the lack of focus shows its different history.
  • 17. Symbolic Use • Micro / Macro design is not always geographic. • This poster shows that from the work of many hands, one great plan will be fulfilled.
  • 18. Character Design • In games, it is often possible to read many scales of information from looking at a character: • character class, team, attack, defence, health etc.
  • 19.
  • 20. Combining M/M & L&S • The London Air Quality Network website has to provide a very dense set of data in an intuitive interface. • They layer user interface elements over a rich map which shows different types of data as well as different scales of data. • http://bit.ly/londonair
  • 21.
  • 22.
  • 24. Meaning through Scale • The Vietnam Veterans Memorial achieves its visual and emotional strength through micro / macro design. (Tufte, p43)
  • 25.
  • 26. • 58,000 dead soldiers • scale can be seen at a distance • Individual names up close • Ordered by date of death
  • 27. Relative Data • http://bit.ly/billiondollargram • Shows spend / cost in billions from US budget and events • Can see immediately highest spent areas • Can also see actual numbers
  • 28.
  • 29.
  • 30. Stem and Leaf • Like a bar chart / histogram but uses the space that would normally be used by solid blocks of colour.
  • 32. • Glance tells distribution • Analysis provides more • Scale given • Necessary to round
  • 35. • 777 more characters • hard to see how frequently trains leave at a given hour • rush hour? • 11pm trains?
  • 36. Stem & Leaf Improve? • How can you modify the stem & leaf plot to show more information (such as platform number)?
  • 38. Missile or Toothbrush? • 7000 objects > 10 cm in diameter in space • rocket engines, bin bags, frozen sewage, shrapnel from tests, 1 wrench and 1 toothbrush • Only 5% are functional satellites • Necessary to track for safety of launches
  • 39.
  • 40.
  • 41. • Note the ring on the second image. • this is the geostationary orbit used by satellites • The scale of the problem can be seen, not only in overall but also in terms of orbit height and relative density of areas.
  • 42. Why Micro & Macro? • We thrive in information rich contexts • Visually rich displays are not only appropriate to convey information but are often the optimal way to do so.
  • 43. • If information is spread over multiple screens, the user needs to keep that information in memory • If information is condensed into one screen / graphic, it only requires understanding.
  • 44. • Micro / Macro designs enforce local and global comparisons but do so without the need to context switch. • Power is given to the user to decide what level of detail is required.
  • 45. Too complicated? • Don’t forget that the data is never the problem. ‘Clutter and confusion are failures of design, not attributes of information‘ (Tufte)
  • 46. Downsides of M/M • creating good Micro / Macro design is hard. • it is easier to have one display for each scale of data. • it may be necessary to gather or process more data (e.g. stem plot vs bar chart) • it may be difficult to blend the scales together.

Notes de l'éditeur