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Game Design 2
                    Lecture 6: Micro / Macro Readings




http://www.comu346.com                          dfarrell@davidlearnsgames.com
Errata and News


• Objectified Film - Dundee - Next Tuesday
• Dwarf Fortress - how is it going?
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
Spacial

• 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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Comu346 Lecture 6 Micro & Macro Readings

  • 1. Game Design 2 Lecture 6: Micro / Macro Readings http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. Errata and News • Objectified Film - Dundee - Next Tuesday • Dwarf Fortress - how is it going?
  • 3. 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
  • 4. 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
  • 5.
  • 6. Layering & Separation? • Layering & Separation == multiple types of information • Micro & Macro == multiple scales of information
  • 7. Spacial • Maps can show geographical breakdown of a location as well as local detail • Geometry of land mass as well as regional breakdown.
  • 8.
  • 9.
  • 10. 4th Dimension • More subtle macro readings can look into time.
  • 11.
  • 12. • The circular layout of the centre of Senlis shows its history as a Gallo-Roman fortification.
  • 13.
  • 14.
  • 15. • 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.
  • 16. 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.
  • 17. 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.
  • 18.
  • 19. 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
  • 20.
  • 21.
  • 23. Meaning through Scale • The Vietnam Veterans Memorial achieves its visual and emotional strength through micro / macro design. (Tufte, p43)
  • 24.
  • 25. • 58,000 dead soldiers • scale can be seen at a distance • Individual names up close • Ordered by date of death
  • 26. 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
  • 27.
  • 28.
  • 29. Stem and Leaf • Like a bar chart / histogram but uses the space that would normally be used by solid blocks of colour.
  • 31. • Glance tells distribution • Analysis provides more • Scale given • Necessary to round
  • 34. • 777 more characters • hard to see how frequently trains leave at a given hour • rush hour? • 11pm trains?
  • 35. Stem & Leaf Improve? • How can you modify the stem & leaf plot to show more information (such as platform number)?
  • 37. 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
  • 38.
  • 39.
  • 40. • 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.
  • 41. 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.
  • 42. • 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.
  • 43. • 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.
  • 44. Too complicated? • Don’t forget that the data is never the problem. ‘Clutter and confusion are failures of design, not attributes of information‘ (Tufte)
  • 45. 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.