Game interfaces
Gaming-specific(?) guidelines
- Screen layout should be efficient and visually pleasing (Laitinen 2011)
- Consider hiding the main computer interface during game play (Bickford, 1997)
- The player should experience the menu as a part of the game (Desurvire 2004)
- When initially launching the game, the player has enough information to start playing (Desurvire 2004)
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Game players should always be able to identify their scores/status (Malone 1982, Shneiderman 1992)
- Games should use visual and audio effects to arouse interest
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Sounds from the game provide meaningful feedback or stir a particular emotion (Norman 1990, Desurvire 2004)
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The player should be easily able to turn the game off and on, and
be able to save games in different states (Desurvire 2004)
Instantiations of more general HCI guidelines
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Controls should be intuitive, and mapped in a natural way. They should
be basic enough to learn quickly yet expandable for advanced options
(Desurvire 2004)
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Art should be recognizable to player, and speak to its function (Desurvire 2004)
- Allow users to customize video and audio settings, difficulty and game speed.
- Interfaces
should be consistent in control, color, typography and dialog design
(Sanchez-Crespo1999), but the game play should be varied.
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Controls should be customizable and default to industry standard settings (Bickford 1997, Sanchez-Crespo 1999, Pinelle et al. 2004)
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Do not expect the user to read a manual (Norman, 1990)
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Minimize the menu layers of an interface (Shelley, 2001)
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Shorten the learning curve (Sanchez-Crespo 1999)
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The interface should be as non-intrusive as possible (Sanchez-Crespo 1999, Desurvire 2004)
- Provide immediate feedback for user actions (Desurvire 2004)
- Players
should be given context-sensitive help while playing, so that they do
not get stuck or have to rely on a manual (Desurvire 2004)
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Make the menu layers well-organized and minimalist to the extent the menu options are intuitive (Desurvire 2004)
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Get the player involved quickly and easily with tutorials and/or progressive or adjustable difficulty levels (Desurvire 2004)