2. Coursework
• I have had three requests for extensions.
• So I’m going to give one to everyone, to be
fair.
• New hand-in time is:
• Friday 13th December
• Noon, M615 (my office)
• If you want to give it sooner, email me.
3. Game Jam
• Last weekend in January
• Great for portfolio so try to be there!
• There’s a book out with tips etc.
4. Comments
• On the course blog: gcugd2.com
• If you have 5 minutes, please feed back.
5. Exam
• Everyone know when it is?
• 10am, Thursday 9th January*
* if this is wrong, it is your responsibility to find the correct details
6. Questions
• There are SIX questions in the exam, each
worth 10 marks.
• You have to answer FOUR of the six.
• This means that even if you spend 20
minutes reading the paper, you still have 25
minutes per question.
7. Learning from last year
• Most of my students said the exam was
easy.
• Most of them left early.
• Most of them got around 50%
• People were answering ‘correctly’ - but not
thoroughly.
13. Caveat
• Although the exam will be focussing on
material from the lectures, this includes all
handouts.
• So not as simple as memorising the slides
• to get *good* marks, you will have had to
have read the handouts & links
14. Where to focus?
•
Look at each lecture’s slides.
•
•
•
•
The techniques are important.
The reasons to use them are important
Knowing when and where to use a technique
Knowing the difference between two similar
techniques is important
•
•
e.g layering & separation
Heuristic Evaluation vs Cognitive Walkthrough
15. Lecture : Menu Flow
• You should be able to write about:
• Why you would plan menu flow?
• What the benefits are of planning in
general?
• What the benefits are of use case
modelling / user stories (37 Signals menu
sketching) and (Fox style) flowcharts?
• The processes you would use to create
satisfying menus
16. Menu Question
•
Solium Infernum 2 is under development. The
Developer is aware of negative feedback he
received about his menu design in the original
game and has hired you to design the menus.
•
For 5 marks:
Describe the processes and techniques you
would use to create menus that are you would use
to make sure that menus in the game are easy to
use and satisfying for the player.
17. Lecture: Text
• There are design issues in using fonts
• What are these?
• What can you do with a font?
• What is the difference between good use
of fonts and bad use?
• How can text be problematic?
18. Example Question
• Most games feature text, and yet many
designers fail to take advantage of the
opportunities offered by fonts to
contribute to the design of the game.
• For 8 marks:
In what ways can font choice
contribute to a game's design
20. Example Question
• For a game being developed, you have to
design a screen that allows the user to
configure the appearance and attributes of
their avatar.
• For each of the below scenarios, describe
which UI Component you would choose
and justify your decision. (2 marks each)
21. Example Question
• a:
User can choose between 10 distinct
nose shapes
• b:
User can increase or decrease their
avatar's height and weight
• c:
User can choose 3 out of 10 possible
avatar strengths
• d:
User can choose one of 10 possible
avatar weaknesses
• e:
User can choose the age of their
avatar.
22. Lecture: Prototypes
• Why bother?
• What are your prototyping tools?
• Wireframes / Paper / Digital prototypes
• what are the differences?
• why cascade?
23. Example Question
• Some game designers don't properly
prototype their UI and as a result, the game
is harder to use than is necessary.
• For 2 marks:
Explain the benefits of prototyping a
game UI
24. Example Question
• For 6 marks:
Describe each of the following, their
benefits, and explain where in the design
process they should be used:
•
•
•
a: wireframes
b: paper prototypes
c: digital prototypes
25. Lecture: Expert
Evaluation
• What are benefits & weaknesses of expert
evaluations compared to user evaluations?
• Can you explain why, when, and where you
would want to carry out a Cognitive
Walkthrough or a Heuristic Evaluation of
an interface?
26. Example Question
• It is often said that a game’s UI should be
tested with members of the target
audience. Sometimes this is not an option
for developers.
• For 3 marks:
Explain how a developer may use Expert
Evaluation techniques in their UI design
process. Include discussion of benefits and
weaknesses.
27. Example Question
• For 6 marks
Compare and contrast the Expert
Evaluation techniques of Cognitive
Walkthrough and Heuristic Evaluation
28. Lecture: User Input
• What are benefits and drawbacks to user
evaluations?
• How can you carry out a user evaluation (ask
vs observe)?
• Open Vs Closed Questions - when to use
each / differences / how to write each
• What is card sorting? Why would you use it?
• Open Vs Closed sorting
• How can you analyse card sorts?
29. Example Questions
• For 3 marks:
Describe how you would use Think Aloud
Protocol to evaluate a user interface.
Comment on the benefits and weaknesses
of the technique.
• Same question for observations / focus
groups
30. Example Question
• For 4 marks:
Describe the difference between open
and closed questions in a questionnaire and
explain when it would be appropriate to
ask each.
31. Example Question
• A game under development contains lots of
different types of data.
• For 5 marks:
Explain how a developer could use open
and closed card sorting to help design their
information architecture for this game?
32. Example Question
• For 2 marks:
How can the results of a card sort inform
the design of menus in a game?
• For 2 marks:
Describe one method of analysing a card
sort.
33. Lecture:
Semiotics & Icons
• What is semiotics?
• How can an understanding of semiotics
make you a better designer?
• What are the rules for good icon design?
• Can you identify good vs bad and argue
your case?
34. Example Question
• For 1 mark:
Define semiotics
• For 4 marks:
Describe how an understanding of
semiotics can help a designer communicate
effectively
36. Example Question
• For 8 marks:
With use of a diagram, define Fagerhold’s
diegetic model of FPS UI and explain each
of his definitions.
• For 2 marks:
Discuss the benefits and weaknesses of
the use of diegesis in game UI
38. Lecture: Usability
• What are the attributes of a useable
interface?
• What are the human factors that
contribute to usability?
• What techniques can you use to help make
a layout ‘feel’ good.
39. Example Question
• For 2 mark:
Give Nielsen's definition of Usability.
• For 5 marks:
Give Nielsen's attributes of usability.
• For 2 marks:
Describe Fitt's law and describe how it
can influence a game's UI design.
40. Example Question
• For 2 marks:
Describe how a designer can use the rule
of thirds or an awareness of the Golden
Ratio in their designs.
41. Lecture: Colour
• What is colour for? (Tufte’s breakdown)
• do you really understand the different uses for
colour?
• How do we pick a colour scheme?
• What tools can we use?
• What is the reasoning behind these choices?
42. Example Question
• For 5 marks:
With examples, describe Tufte's uses of
colour.
• For 5 marks:
Describe the process that a designer
may go through to choose the colour
scheme for a UI.
43. Lecture: Layering &
Separation
• There are a number of Data Visualisation
techniques discussed in the lectures.
• What is Layering?
• What is Separation?
• How can you use these techniques?
• Can you think of games where these
techniques are used?
44. Lecture: Micro / Macro
• Another data visualisation technique
• How does it differ from use of colour?
• How does it differ from use of layering &
separation?
• What are the benefits? What are the
downsides?
• Do you remember the examples?
45. Example Question
• For 5 marks:
Look at the image and describe which
data visualisation techniques have been
used to communicate with the user.
46.
47. Example Question
• For 5 marks:
Describe the difference between “Layering
and Separation” and “Micro / Macro” design
techniques.
48. In general...
• 6 questions from the lectures
• Move from instinctual understanding to
specific and detailed understanding
• Look at the number of marks awarded and
the wording of the question.
49. Guaranteed Pass
• Take this lecture.
• Take each of the ‘questions’
• answer them thoroughly
• check against the original lectures’ slides
& handouts ‘till you know the material
inside out
50. Guaranteed Pass cont.
• If you decide to do the above, and write
out an answer to the ‘questions’ above and
if you email me by Thursday noon this week
I’ll email you with good feedback.
• I may be able to do so after Thursday - but
I cannot guarantee this!