Approach to multi-platform game UI design
Mori, Hana (2019)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-201904296417
https://urn.fi/URN:NBN:fi:amk-201904296417
Tiivistelmä
Game developers often face unique problems when transferring their products between different platforms. Not understanding the differences between these platforms can cause difficulties and dissatisfaction for the end users. The objective of this thesis was to gather and analyse these existing problems in existing games and find solutions for them that would be applicable in future designs.
The thesis studies different design principles, methods and approaches that are used when designing user experience (UX) and user interfaces (UI) in games. It also analysed existing input schemes in different multi–platform games. These findings were then applied to the design of a keyboard and mouse input scheme for the game Vigor, which uses a controller input scheme at present. The goal of the production was to use the results of the research to create the optimal input scheme and easily understandable user interface for the use of a mouse and keyboard. The side product was creating a set of guidelines for making UX and UI choices that can be applied to the production of other games.
The result was a set of rules and finished UI mock ups used in the production of the game Vigor. Specifically, the UI was adapted for a keyboard and mouse input scheme and guidelines were set in place on how to approach future designs.
The finished result was of use in the production of the game and was added to the documentation needed for implementing the design into the product. However, some of the designs were not actually finalised due the ongoing development of the game, changes in design and production, as well as the lack of resources and time needed to conduct user testing. Testing specifically was needed for the finalisation of the results. Despite this, the thesis achieved its goal of providing solutions when designing UI for multiple platforms to a satisfactory degree in regards to the circumstances.
The thesis studies different design principles, methods and approaches that are used when designing user experience (UX) and user interfaces (UI) in games. It also analysed existing input schemes in different multi–platform games. These findings were then applied to the design of a keyboard and mouse input scheme for the game Vigor, which uses a controller input scheme at present. The goal of the production was to use the results of the research to create the optimal input scheme and easily understandable user interface for the use of a mouse and keyboard. The side product was creating a set of guidelines for making UX and UI choices that can be applied to the production of other games.
The result was a set of rules and finished UI mock ups used in the production of the game Vigor. Specifically, the UI was adapted for a keyboard and mouse input scheme and guidelines were set in place on how to approach future designs.
The finished result was of use in the production of the game and was added to the documentation needed for implementing the design into the product. However, some of the designs were not actually finalised due the ongoing development of the game, changes in design and production, as well as the lack of resources and time needed to conduct user testing. Testing specifically was needed for the finalisation of the results. Despite this, the thesis achieved its goal of providing solutions when designing UI for multiple platforms to a satisfactory degree in regards to the circumstances.