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2013

Game Design 2
Lecture 5: Game Interface (paper) Prototyping

Partially adapted from:
Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7

http://gcugd2.com

david.farrell@gcu.ac.uk
Why?
• Games are expensive
• Large teams, extended development time
• Game designers, programmers, artists will
all spend a lot of time implementing the
interface

• prototypes are a design aid
• prototypes are a communication aid
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Tools
• Flow Charts (see lecture on menus)
• user scenarios flow
• final menu flow
• Wireframes
• Paper Prototype
Wireframes are:
A visual representation of an interface; used
to communicate the structure, content,
information hierarchy, functionality, and
behaviour of an interface.
Wireframes are:
A visual representation of an interface; used
to communicate the structure, content,
information hierarchy, functionality, and
behaviour of an interface.
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Blueprints of design
• Formalise ideas
• communicate ideas
• test usability
Uses for Wireframes
• Structure
• Content
• Information Hierarchy
• Functionality
• Behaviour
Structure
• How is the interface put together?
Content
• What is displayed in the interface?
Information Hierarchy
• How is the data organised?
Functionality
• How does the interface work?
Player clicks on ‘city’ button
Behaviour
• How do the player and interface interact?
Types of Wireframes
• Sketches are good

for experimentation

• Sketch out different

ways of representing
data

• Useful for

‘workshopping’ areas
of interface
Low Fidelity
• Block Diagrams
• Don’t represent
function

• Do represent
content

• Good for testing
flow of interface
Hi-Fidelity
• Detailed wireframes
• Include comments
• Describe behaviour
• Intuitive
• Blueprint for
final design
Notes (dots)
Notes (arrows)
Tips
• Use potentially ‘real’ text, not fake ‘Lorem
Ipsum’ style text

• Start with the largest part of interface first
(main canvas) and work from largest to
smallest.

• Remember audience is mixed (artist,

designer, programmer, producer, user)
Wireframes
• Visual design
• NOT graphical elements
• NOT branding, mood etc.
• Avoid unnecessary elements
• Focus on content and interaction
Wireframe Reading

• What, Where and Why of Wireframes
http://bit.ly/w_w_w_wireframe
Wireframe Tools
• Similar to flowcharting, any vector graphics
program is suitable

• Visio on Windows
• OmniGraffle on OS X
• Inkscape on Windows, Mac, Linux
Paper Prototyping
• Even with a wireframe, it is possible to miss
important interface elements

• A digital prototype will allow for expert
and user testing

• Even this is quite expensive
• Paper prototyping allows a relatively cheap
method of evaluating
Creation
• Draw UI components
• Model different states
• Ideal for work-shopping each part of
interface

• More visual than wireframing
• may feature platform UI components
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
• Sketch an outcome for every possible
action on your interface

• This might seem like a lot of work but it’s

far far lest work than a digital mock-up or a
real interface
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
eeeee
• Can also help identify physical interface
problems
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Where does it fit?
• Where a wireframe shows flow, a paper

prototype shows UI elements and can be
handed off to a developer.

• Can be used along side wireframes to pitch
to team / publisher

• Can be used to test with audience
Usability Testing
• layer widgets and replace screens as
required.

• If user confused to an action, give them

paper and ask them to sketch what they
would expect.

• video sessions and label user sketches to
help identify required changes
Usability Testing
• Present user with first ‘screen’
• have library of ‘screens’ and widgets available
• ask them to perform an action and state steps
• every step should be a verb like ‘click on this’ or
‘press this button’
Useful Tools
• A List Apart article on paper prototyping
• An article about wireframes & tools
• Yahoo UI Stencils
• iPad stencils
http://www.alistapart.com/articles/paperprototyping/

http://bit.ly/wireframetools

http://developer.yahoo.com/ypatterns/about/stencils/

http://speckyboy.com/2010/04/30/iphone-and-ipad-development-gui-kitsstencils-and-icons/ (hint hint)

• Wireframe grid paper
http://konigi.com/tools/graph-paper

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Game Design 2 (2013): Lecture 5 - Game UI Prototyping

  • 1. 2013 Game Design 2 Lecture 5: Game Interface (paper) Prototyping Partially adapted from: Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7 http://gcugd2.com [email protected]
  • 2. Why? • Games are expensive • Large teams, extended development time • Game designers, programmers, artists will all spend a lot of time implementing the interface • prototypes are a design aid • prototypes are a communication aid
  • 5. Tools • Flow Charts (see lecture on menus) • user scenarios flow • final menu flow • Wireframes • Paper Prototype
  • 6. Wireframes are: A visual representation of an interface; used to communicate the structure, content, information hierarchy, functionality, and behaviour of an interface.
  • 7. Wireframes are: A visual representation of an interface; used to communicate the structure, content, information hierarchy, functionality, and behaviour of an interface.
  • 9. Blueprints of design • Formalise ideas • communicate ideas • test usability
  • 10. Uses for Wireframes • Structure • Content • Information Hierarchy • Functionality • Behaviour
  • 11. Structure • How is the interface put together?
  • 12. Content • What is displayed in the interface?
  • 13. Information Hierarchy • How is the data organised?
  • 14. Functionality • How does the interface work? Player clicks on ‘city’ button
  • 15. Behaviour • How do the player and interface interact?
  • 16. Types of Wireframes • Sketches are good for experimentation • Sketch out different ways of representing data • Useful for ‘workshopping’ areas of interface
  • 17. Low Fidelity • Block Diagrams • Don’t represent function • Do represent content • Good for testing flow of interface
  • 18. Hi-Fidelity • Detailed wireframes • Include comments • Describe behaviour • Intuitive • Blueprint for final design
  • 21. Tips • Use potentially ‘real’ text, not fake ‘Lorem Ipsum’ style text • Start with the largest part of interface first (main canvas) and work from largest to smallest. • Remember audience is mixed (artist, designer, programmer, producer, user)
  • 22. Wireframes • Visual design • NOT graphical elements • NOT branding, mood etc. • Avoid unnecessary elements • Focus on content and interaction
  • 23. Wireframe Reading • What, Where and Why of Wireframes http://bit.ly/w_w_w_wireframe
  • 24. Wireframe Tools • Similar to flowcharting, any vector graphics program is suitable • Visio on Windows • OmniGraffle on OS X • Inkscape on Windows, Mac, Linux
  • 25. Paper Prototyping • Even with a wireframe, it is possible to miss important interface elements • A digital prototype will allow for expert and user testing • Even this is quite expensive • Paper prototyping allows a relatively cheap method of evaluating
  • 26. Creation • Draw UI components • Model different states • Ideal for work-shopping each part of interface • More visual than wireframing • may feature platform UI components
  • 28. • Sketch an outcome for every possible action on your interface • This might seem like a lot of work but it’s far far lest work than a digital mock-up or a real interface
  • 31. eeeee
  • 32. • Can also help identify physical interface problems
  • 34. Where does it fit? • Where a wireframe shows flow, a paper prototype shows UI elements and can be handed off to a developer. • Can be used along side wireframes to pitch to team / publisher • Can be used to test with audience
  • 35. Usability Testing • layer widgets and replace screens as required. • If user confused to an action, give them paper and ask them to sketch what they would expect. • video sessions and label user sketches to help identify required changes
  • 36. Usability Testing • Present user with first ‘screen’ • have library of ‘screens’ and widgets available • ask them to perform an action and state steps • every step should be a verb like ‘click on this’ or ‘press this button’
  • 37. Useful Tools • A List Apart article on paper prototyping • An article about wireframes & tools • Yahoo UI Stencils • iPad stencils http://www.alistapart.com/articles/paperprototyping/ http://bit.ly/wireframetools http://developer.yahoo.com/ypatterns/about/stencils/ http://speckyboy.com/2010/04/30/iphone-and-ipad-development-gui-kitsstencils-and-icons/ (hint hint) • Wireframe grid paper http://konigi.com/tools/graph-paper