CCT270H5 Lecture Notes - Lecture 1: Tenchu, Usability, Red Dead Redemption 2
Document Summary
User-centric design aka human-centred design aka user-driven design (cid:862)de(cid:448)elop(cid:373)e(cid:374)t pro(cid:272)eeds (cid:449)ith the user as the (cid:272)e(cid:374)ter of fo(cid:272)us(cid:863) Jeffrey rubin, handbook of usability testing: how to plan, design, and conduct effective tests, Several key differences between player-centric design and user-centric design. Major differences between designing a game and an application. Game: entertainment purposes: overwhelm the user (entertainment, challenging, have story, has fiction attached, co(cid:374)te(cid:454)t or stor(cid:455) for (cid:449)hat (cid:455)ou"re doi(cid:374)g. App: practical purposes: more simple, convenience, do(cid:374)"t ha(cid:448)e fi(cid:272)tio(cid:374) atta(cid:272)hed to the(cid:373), (cid:374)o stor(cid:455) Creators cannot be relied on to objectively judge the experience they are creating. Grant collier, formerly of infinity ward, would not let his developers communicate with testers when testing. The purpose of game ai is to put up a good fight, and then lose. Players have higher expectations of fake things than real things. The a(cid:271)ilit(cid:455) to (cid:272)reate so(cid:373)ethi(cid:374)g users do(cid:374)"t realize the(cid:455) (cid:449)a(cid:374)t. The ability to anticipate the needs/desires of the market.