Posted by
Judhudson on 10 February, 2010 at 7:03 AM
Second #BayCHI talk: “Easier Said Than Done: One Critic’s Painful Transition to Interface Design” Jeff Green, EA
Green: critics vs. artists (by Spinal Tap)
Green: http://www.youtube.com/watch?v=-ruDdcd8G-g
Green: … those who can’t teach PE review video games for a living
Green: Spent 15 years as a critic. Wanted to move on.
Green: “rotting rat in a shoebox for $20″ review
Green: “Game design is easy” search YouTube for Westwood College for game design
Green: Designed SimAnimals, MySims Agents
Green: lessons learned:
Green: Wii has unique problems: hard when game actions don’t correspond to input device actions
Green: had to find things to do justify being on the wii, but not feel contrived
Green: kids not paitent when devices don’t work reliably
Green: button controls serve as a good backup when other input modalities fail
Green: hard to deal with controller and still have a good user experience
Green: plumbob: a design accident
Green: plumbob started as placeholder art. needed to identify player, mood visually Wanted to use smiley face. Weren’t ready in time
Green: execs loved it!
Green: spent a long time designing interactions around actions and objects
Green: never told players what blue plumbob meant; assumed players would figure it out
Green: how to design interaction with other characters? Tried many plumbob solutions.
Green: Adopted exclamation point as icon. (Stolen from WoW) despite being inconsistent with rest of design.
Green: players got exclamation, didn’t get blue plumbob
Green: SimsAfrica: teaching kids to pet and feed lions.
Green: characters have motives; player needs to take care of them.
Green: how to get kids to understand motives?
Green: icons hard to understand.
Green: focus testing puzzle example didn’t produce consistent results.
Green: hard to motivate complex tasks without any instructions on the screen
Green: feedback of actions in another puzzle proved effective at guiding interaction without explicit instructions
Green: press doesn’t know and doesn’t care (and shouldn’t care) about the amount of effort goes into interaction design.
Green: things that affect experience, cost, people were often arbitrary, based on interpersonal relations of design teams
Green: hard to agree on what makes a good game
Green: not thinking about the greater good (of the team) often lead to failure
Green: technical opinion vs. manager’s priorities
Green: advice: think of the consumer frist, ALWAYS.
Green: if they have to “figure it out” you failed
Green: just because you did it, doesn’t mean it’s good
Green: just because it’s good, doesn’t mean a critic has to care. (That’s what you’re momma is for)
Green: manuals were written well before design was completed.