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Martin Grider

Owner / Lead Developer
Abstract Puzzle LLC
Usability Lessons From Mobile
Board Game Conversions
The best games stick with us.
…just like the best books or movies.
The difference between movies and
books and games is interactivity.
Usability is a way to think about the
relative difficulty of interactivity.
The best usability is not
remembered.
Often, usability is asked to be:
!
!
● transparent / intuitive / natural / learnable

(easy to learn, recognize, perform)
Of course some
games do have
memorable
usability.
(Dexterity games.)
The more you do something, the easier it should be to do. ~ Lund
But why should you care?
Thinking about your digital game from the perspective of
physical interactions has the potential to improve your
user experience.
Of the “actions” performed in
your game, which require physical
interactions?
● In-game examples:
● rotate piece
● move piece left/right
● drop piece
● Meta-game examples
● start new game
● view leaderboard
● change difficulty/mode
Shout out to Arnold Lund!
● List of “expert” usability maxims from 1997
!
● Applicable to any sort of HCI (Human Computer
Interaction)
!
● Very nice list to start from
Don't overwhelm the user. ~ Lund
On making things intentionally
● Just like any other part of development, you can plan
your Usability, or it will just be there without your planning.
Usability lessons for the
Game Screen:
!
Effectively communicating game
information to your player.
The information for the decision needs
to be there when the decision is needed.
~ Lund
Highlight possible actions.
● Before, show how to begin an action
● Mid-action, highlight action targets
● Show non-targets by disabling or hiding
!
● Common techniques include: color
borders, shadows, pulsing or animated
buttons, “pointers” after inactivity
You should always know how to find out what to do next. ~ Lund
Ascension: Chronicle of the Godslayer, Playdek
Clearly show whose turn it is.
● In Carcassonne, the
current player is shown
in three places.
!
● Common techniques:
● player color (possibly in a
game screen element)
● show the board from the
current player’s perspective
Color is information. ~ Lund Carcassonne, The Coding Monkeys
Always animate AI turns.
The user should always know what is happening. ~ Lund
● No AI player animations,
makes for an extremely jarring
user experience.
!
● Extra context is also important
in turn-based multiplayer, where
the last action is not always
easily remembered.
Ticket to Ride, Days of Wonder
●Slide-out drawers
●Popovers or “modal”
windows
●Double-tap for extra
contextual information
!
●(Obviously you have
to define “extra”.)
Eliminate unnecessary decisions,
and illuminate the rest. ~ Lund
Hide “extra” information.
Provide linear context.
Minimize the need for a mighty memory. ~ Lund
●Highlight the single last
turn by a player.
!
●A game log or history.
Suburbia, Jeremiah Maher
Usability lessons for the
Game Screen:
!
UI - Tips for the player effectively
communicating with the game.
Everything in its place, and
a place for everything.
~ Lund
Primary Input: Tap & Drag
● Always show
feedback.
● Drag or Tap to
move?
● The answer is both.
● Show a highlighted
state for tap.
Every action should have a reaction. ~ Lund
Secondary Touch Input
●Teachable:
● Double-Tap
● Long-Press
● Swipe
!
●Do not use:
● Triple (or more) Tap
● Multi-finger drag/swipe
The user should control the system. The
system shouldn’t control the user. ~ Lund
Lords of Waterdeep, Playdek
Provide a confirmation step for
complex actions.
Don’t let people accidentally shoot themselves. ~ Lund
● Make it clear when the turn will be
passed to the next player.
!
● If undo is possible…
Allow the user to Undo
Everyone makes mistakes, so every mistake should be fixable. ~ Lund
● If an accidental action can be enough to
lose a game, you’d better allow undo!
!
● Auto-confirmation of actions is made
worse with poor UI.
Usability Lessons for the
Multiplayer Lobby:
!
Dealing with conflicting goals —
customization vs simplicity.
Keep it simple. ~ Lund
Pick good defaults
● Make sure “Start Game” is clearly identifiable.
● Provide contextual help.
Even experts are novices at some point. Provide help. ~ Lund
It’s not a bad idea to use
(or copy) an already existing UI.
● Familiar UI is good UI.
!
● (Even if it’s not
especially good UI.)
Things that look the same should act the same. ~ Lund
Martin Grider
Abstract Puzzle LLC
martin@abstractpuzzle.com
@livingtech
Summary: Think about Usability.
Make better games.
References / notes:

http://abstractpuzzle.com/gdc2014/

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Usability Lessons from Mobile Board Game Conversions

  • 1. Martin Grider
 Owner / Lead Developer Abstract Puzzle LLC Usability Lessons From Mobile Board Game Conversions
  • 2. The best games stick with us. …just like the best books or movies.
  • 3. The difference between movies and books and games is interactivity. Usability is a way to think about the relative difficulty of interactivity.
  • 4. The best usability is not remembered. Often, usability is asked to be: ! ! ● transparent / intuitive / natural / learnable
 (easy to learn, recognize, perform)
  • 5. Of course some games do have memorable usability. (Dexterity games.) The more you do something, the easier it should be to do. ~ Lund
  • 6. But why should you care? Thinking about your digital game from the perspective of physical interactions has the potential to improve your user experience.
  • 7. Of the “actions” performed in your game, which require physical interactions? ● In-game examples: ● rotate piece ● move piece left/right ● drop piece ● Meta-game examples ● start new game ● view leaderboard ● change difficulty/mode
  • 8. Shout out to Arnold Lund! ● List of “expert” usability maxims from 1997 ! ● Applicable to any sort of HCI (Human Computer Interaction) ! ● Very nice list to start from Don't overwhelm the user. ~ Lund
  • 9. On making things intentionally ● Just like any other part of development, you can plan your Usability, or it will just be there without your planning.
  • 10. Usability lessons for the Game Screen: ! Effectively communicating game information to your player. The information for the decision needs to be there when the decision is needed. ~ Lund
  • 11. Highlight possible actions. ● Before, show how to begin an action ● Mid-action, highlight action targets ● Show non-targets by disabling or hiding ! ● Common techniques include: color borders, shadows, pulsing or animated buttons, “pointers” after inactivity You should always know how to find out what to do next. ~ Lund Ascension: Chronicle of the Godslayer, Playdek
  • 12. Clearly show whose turn it is. ● In Carcassonne, the current player is shown in three places. ! ● Common techniques: ● player color (possibly in a game screen element) ● show the board from the current player’s perspective Color is information. ~ Lund Carcassonne, The Coding Monkeys
  • 13. Always animate AI turns. The user should always know what is happening. ~ Lund ● No AI player animations, makes for an extremely jarring user experience. ! ● Extra context is also important in turn-based multiplayer, where the last action is not always easily remembered. Ticket to Ride, Days of Wonder
  • 14. ●Slide-out drawers ●Popovers or “modal” windows ●Double-tap for extra contextual information ! ●(Obviously you have to define “extra”.) Eliminate unnecessary decisions, and illuminate the rest. ~ Lund Hide “extra” information.
  • 15. Provide linear context. Minimize the need for a mighty memory. ~ Lund ●Highlight the single last turn by a player. ! ●A game log or history. Suburbia, Jeremiah Maher
  • 16. Usability lessons for the Game Screen: ! UI - Tips for the player effectively communicating with the game. Everything in its place, and a place for everything. ~ Lund
  • 17. Primary Input: Tap & Drag ● Always show feedback. ● Drag or Tap to move? ● The answer is both. ● Show a highlighted state for tap. Every action should have a reaction. ~ Lund
  • 18. Secondary Touch Input ●Teachable: ● Double-Tap ● Long-Press ● Swipe ! ●Do not use: ● Triple (or more) Tap ● Multi-finger drag/swipe The user should control the system. The system shouldn’t control the user. ~ Lund Lords of Waterdeep, Playdek
  • 19. Provide a confirmation step for complex actions. Don’t let people accidentally shoot themselves. ~ Lund ● Make it clear when the turn will be passed to the next player. ! ● If undo is possible…
  • 20. Allow the user to Undo Everyone makes mistakes, so every mistake should be fixable. ~ Lund ● If an accidental action can be enough to lose a game, you’d better allow undo! ! ● Auto-confirmation of actions is made worse with poor UI.
  • 21. Usability Lessons for the Multiplayer Lobby: ! Dealing with conflicting goals — customization vs simplicity. Keep it simple. ~ Lund
  • 22. Pick good defaults ● Make sure “Start Game” is clearly identifiable. ● Provide contextual help. Even experts are novices at some point. Provide help. ~ Lund
  • 23. It’s not a bad idea to use (or copy) an already existing UI. ● Familiar UI is good UI. ! ● (Even if it’s not especially good UI.) Things that look the same should act the same. ~ Lund
  • 24. Martin Grider Abstract Puzzle LLC martin@abstractpuzzle.com @livingtech Summary: Think about Usability. Make better games. References / notes:
 http://abstractpuzzle.com/gdc2014/