Experience Design

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Showing posts with label short term memory. Show all posts
Showing posts with label short term memory. Show all posts

Wednesday, 20 April 2011

What Game Designers Do That Interface Designer Don’t

Posted on 07:29 by Unknown
At many occasions stakeholders ask designers to design experiences that are simple yet immersive and engaging for commercial Web applications. They leave it completely to the designers to think of ideas to achieve such designs. But, commercial Web application designers are always busy designing applications that are a function of


(Over simplification of Web application design)

They make sure all the business rules are incorporated, the right system response is in place, the right set and amount of information is presented so the right decisions are taken and so on and so forth. I would also go ahead saying that there is nothing grossly wrong with that approach. And while the results are not always great designs, they are not bad either.

But there are traits of game designs that an enterprise application designer can experiment with and design experiences that are memorable and desirable for people who use them. Theoretically, game design is not all that different and designers from other fields are perfectly capable of doing much of what game designers do.



[A gross oversimplification of game design (Stephen Anderson’s way)]

Instant Gratification vs. Slow Response Time
In most commercial software interfaces response time management is completely overlooked. The rule is “faster is always better,” and Google has almost mastered it. Search results displayed are shown with how many milliseconds it took for Google to process the results. However, game designers don’t think likewise and they defy the concept of instant gratification by making a good use of response time. It is like one driving to a hill station on a vacation with friends and family where en-route experiences are equally important as reaching the destination is. Slow response time also allows users to think of their next move.

Closure to Completion Effect
Gamers become more aggressive, thrilled, and impatient when they come very close to completion of a level, task, or an activity in a game. But game designers design these activities to be highly unpredictable and vulnerable, to take the gamers' excitement to the peak (for example, a game of Jigsaw Puzzle or Sudoku at the verge of completion). Similarly, Web application designers can start thinking of ideas to make the last piece of a task or an activity more engaging and exciting.

Learn To Become More Efficient In Future
Gamers become more efficient as they play and eventually become experts at it. Game designers leave cues that gamers use as tricks and keys to reach the expert level. The vast majority of software user interfaces have no consideration for how users can be taught by experience with the system to improve their performance. It is about finding those hidden patterns in the way people interact and manipulate the system. It is an applied learning that a user gains and reuses in different conditions to get faster results.

Short-term Memory Management
People love gaming because it challenges their reflexes, thinking, intuition, and dedication as they make progress on higher levels with increased amount of complexity. Short-term memory management is a great tool for game designers to increase or reduced the complexity of the game. Interface designers are trained not to rely on user’s short-term memory (for example, showing a piece of information and expecting the user to remember it to reenter the same somewhere else in the system).

However, game designers use it quite often in forms of locations, maps, symbols, and passwords which the gamers need to remember to clear a level or to reach a place. For example, arcade games use word codes that are displayed when the level is completed. These codes are supposed to be remembered by the player to reenter to reach that level directly from beginning else he or she will have to pass through all the previous levels to get there. Similarly, the famous AngryBird game shows the cage structure once to the player and leaves it to the player’s imagination to strike in the right area.

Building Mystery
Game designers carefully design interactions that in a way expand the player's mind and force him or her to think what’s happening. It is the mild confusion created with just enough context to consume the player’s cognition in subtle and compelling ways.

Enterprise Web application designers think of making interaction highly intuitive and transparent at all times. They think of giving surprises by making the application learn users patterns and start intelligently predicting their next move and automate it.
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Posted in engaging experience, Game Design, short term memory, User Experience Design, UX design principles | No comments

Friday, 6 September 2002

Doodle on Yahoo Messenger 5.5

Posted on 06:30 by Unknown
The latest release of Yahoo! Messenger - version 5.5 is a significant step towards a workable and affordable electronic collaboration. We are not talking about the web cam support or the new range of emoticons that we have at our disposal, but a singular feature called 'The Doodle'.

Although, the IM Environment was present in earlier release of Yahoo! IM this one is different. Doodle allows two 'friends' to draw on a small window together. You will ask, so what? If you look back, traditionally chat software (from a user perspective) have more or less been the stylised version of the first generation or UNIX based chat applications. The earlier versions allowed users to send and receive multiple lines of text to each other, in many cases in an incoherent manner. Later, companies added capabilities to maintain friend lists and send emoticons.
However, it remained a messenger rather than growing towards a true collaborative tool.

Visual input and feedback is a critical factor in any interpersonal communication. When we speak, besides verbal communication, there is a combination of expressions, gestures and drawing on an imaginary surface. Companies tried to satisfy this need of expression through emoticons, visual feedback (although delayed) by introducing web cams. While emoticons were an instant hit, the amount of people using web cams remained restricted and often null in workplaces. The element of gestures and sketching on imaginary surfaces to explain scheme of things was missing in most of the IM software. (They are available in some high-end collaborative tools for engineering application)

Often we need to explain things to people, which can be done faster while sketching or sketches coupled with text, than illustrating it in words. Like explaining the location where you would meet your friend at your busy subway station or explaining the location of your office respective to the popular shopping mall. Besides the informational value, sketching and drawing have also been associated with self-expression and recreation for a long time. After childhood people stop drawing and sketching but they continue to doodle. From a teacher's caricature in the classroom to the boss's caricature in the boardroom, doodles have always been found to satisfy the self-expression and recreational urge.

Increasingly, products have started to address this urge as well. It started with MS Paint and has reached to picture editors in cell phones. Yahoo Doodle appears to be an attempt on similar lines. Professionals in fields like Architectural design, Engineering, Graphics, Fashion etc can benefit a great deal from this version. People can now discuss ideas by sketching it out together. When we are thinking the ideas are held in our short-term memory (STM), which works pretty much like a computer's RAM. During the thinking process it keeps exchanging information from our Long Term Memory (LTM), which works like a hard disk. To be able to think fresh and different, we should be able to keep the information in STM as fresh as possible. Sketches offer a mean to offload your brain's STM of ideas to an external medium. This makes the STM available for fresher ideas as you can always look at your sketch for reference to older ideas. Thus, adding a facility to sketch while people are chatting can encourage fresh ideas or just pure fun. This IM environment also lets you play Tic-Tac-Toe and 'connect the dots' in case you were looking for some less serious applications. There are few restrictions like how well one can draw with a mouse, absence of instant updates at the receivers end over a slow connection. A provision to copy paste existing pictures would help. Albeit the Yahoo! Doodle is a significant step towards instant electronic collaboration.

This article was first published in ZDNet on September 6, 2002.
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Posted in collaboration, design, drawing, long term memory, LTM, short term memory, sketching, STM, usability, yahoo | No comments
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