"fluid system-human interaction -- games communicate information to users in ways that do not demands the user's attention and do not interrupt the flow of work"
From some of our game reviews, we decided that a real-time game would not be as successful at presenting information. In case we change that assessment, here's a couple points made on the system-human interaction that seem to be much more relevent to real-time and strategy games than turn-based or puzzle games (although there may be some elements that are transferable).
Calm Messaging
Unobtrusive messages do "not require users to dismiss, acknowledge, or address them." This allows the system to give the user messages while not necessarily interrupting them. Examples:
- Audio -- prerecorded voice messages, or sound notifications
- Transient text -- disappears on its own (scrolling messages, automatically removed)
- Animation -- draws the user's eyes to a specific place (event notification in a mini-map)
Attention-aware interface elements
Context-aware view behaviours
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