UPSI Digital Repository (UDRep)
|
|
|
Abstract : Universiti Pendidikan Sultan Idris |
This paper aims to seek and identify the relationships between 10 user interface (UI) elements in game design. To study the relationships, 50 games of varying designs and genres were selected and analyzed. The 10 elements in focus are connectivity, simplicity, directional, informative, interactivity, user-friendliness, comprehensiveness, continuity, personalization, and internal use. At the same time, it discusses how the game interface should follow the rules of the user interface to experience optimal gameplay and to derive valuable outcomes and user acceptance of the technology. To that end, the results showed how important it is to incorporate the 10 UI in the game designing process and facilitating higher learning outcomes through understanding and engagement. |
References |
D. P. Kristiadi et al., “The effect of UI, UX and GX on video games,” 2017 IEEE Int. Conf. Cybern. Comput. Intell. Cybern. 2017 - Proc., vol. 2017-Novem, no. November 2020, pp. 158–163, 2018, doi: 10.1109/CYBERNETICSCOM.2017.8311702. L. Nacke, J. Niesenhaus, S. Engl, A. Canossa, K. Kuikkaniemi, and T. Immich, “Bringing digital games to user research and user experience,” CEUR Workshop Proc., vol. 634, 2010. L. S. Ferro, S. P. Walz, and S. Greuter, “Towards personalised, gamified systems,” in Proceedings of The 9th Australasian Conference on Interactive Entertainment Matters of Life and Death - IE ’13, 2013, pp. 1–6, doi: 10.1145/2513002.2513024. P. Sweetser and P. Wyeth, “GameFlow: A Model for Evaluating Player Enjoyment in Games,” Comput. Entertain., vol. 3, no. 3, Jul. 2005, doi: 10.1145/1077246.1077253. S. Kujala, M. Vogel, A. E. Pohlmeyer, and M. Obrist, “Lost in time: The meaning of temporal aspects in user experience.,” in CHI ’13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA ’13, 2013, p. 559, doi: 10.1145/2468356.2468455. E. L.-C. Law and P. van Schaik, “Modelling user experience – An agenda for research and practice,” Interact. Comput., vol. 22, no. 5, pp. 313–322, Sep. 2010, doi: 10.1016/j.intcom.2010.04.006. V. Nagalingam and R. Ibrahim, “User Experience of Educational Games: A Review of the Elements,” Procedia Comput. Sci., vol. 72, pp. 423–433, 2015, doi: 10.1016/j.procs.2015.12.123. K. Y. Zamri and N. N. Al Subhi, “10 user interface elements for mobile learning application development,” in 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), Nov. 2015, pp. 44–50, doi: 10.1109/IMCTL.2015.7359551. P. Tarasewich, “Designing mobile commerce applications,” Communications of the ACM, vol. 46, no. 12. p. The Effects of 10 User Interface (UI) Elements on Game Design Process 89 57, 2003, doi: 10.1145/953460.953489. L. Vertelney and S. Booker, “Designing the whole product user interface,” in The art of human-computer interface design, 1st ed., B. Laurel and S. Mountford, Eds. New York: Addison-Wesley Longman Publishing Company, 1990, pp. 57–63. P. H. J. Chong, P. L. So, P. Shum, X. J. Li, and D. Goyal, “Design and implementation of user interface for mobile devices,” IEEE Trans. Consum. Electron., vol. 50, no. 4, pp. 1156–1161, 2004, doi: 10.1109/TCE.2004.1362513. G. Marchionini, Information seeking in electronic environments, 9th ed. Cambridge University Press, 1997. A. Kukulska-Hulme, “Mobile usability in educational context: what have we learnt?,” Int. Rev. Res. open distance Learn., vol. 8, no. 2, pp. 1–16, 2007. J. Forlizzi and K. Battarbee, “Understanding Experience in Interactive Systems Understanding Experience in Interactive Systems,” Human-Computer Interact. Inst., no. Paper 46, pp. p261-268, 2004, doi: 10.1145/1013115.1013152. B. Shneiderman and C. Plaisant, Designing the user interface: strategis for effective human-computer interaction, 5th ed. USA: Addison-Wesley, 2009. B. Faghih, M. R. Azadehfar, and S. D. Katebi, “User Interface Design for E-Learning Software,” Int. J. Soft Comput. Softw. Eng., vol. 3, no. 3, pp. 786–794, 2013, doi: 10.7321/jscse.v3.n3.119. S. Bodker, Through the interface : a human activity approach to user interface design. New Jersey: Lawrance Erlbaum Associates, Inc., 1991. N. Z. Ayob, A. R. Che Hussin, and H. M. Dahlan, “Three layers design guideline for mobile application,” in International Conference on Information Management and Engineering (ICIME 09), 2009, pp. 427–431. J. P. Dutra, “Building Guidelines for UNESCO World Heritage Sites ’ Apps,” 2020. J. Gong and P. Tarasewich, “Guidelines for handheld mobile device interface design,” in Proceedings of DSI 2004 Annual Meeting, 2004, pp. 3751–3756. M. Seraj and C. Y. Wong, “A Study of User Interface Design Principles and Requirements for Developing a Mobile Learning Prototype,” 2012 Int. Conf. Comput. Inf. Sci., pp. 1014–1019, 2012, doi: 10.1109/ICCISci.2012.6297174. A. Warsi, “7 Usability guidelines for websites on mobile devices,” 2007. http://ulabasia.com/wp-content/uploads/2010/05/7-usability-guidlines-for-websites-on-mobile-devices.pdf (accessed Jun. 17, 2015). M. Ahmad, “Categorizing Game Design Elements into Educational Game Design Fundamentals,” in Game Design and Intelligent Interaction, IntechOpen, 2020. R. Zubek, Elements of Game Design. London: The MIT Press, 2020. Y. R. Shi and J. L. Shih, “Game Factors and Game-Based Learning Design Model,” Int. J. Comput. Games Technol., vol. 2015, 2015, doi: 10.1155/2015/549684. K. Kiili, “Digital game-based learning: Towards an experiential gaming model,” Internet High. Educ., vol. 8, no. 1, pp. 13–24, Jan. 2005, doi: 10.1016/j.iheduc.2004.12.001. S. Lundgren and S. Bjork, “Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction,” Proc. TIDSE, vol. 3, 2003, doi: 10.1057/jors.1984.31. A. Rollings and E. Adams, Andrew Rollings and Ernest Adams on Game Design. Indianapolis: New Riders Publishing, 2003. C. A. Lindley, “Narrative, Game Play, and Alternative Time Structures for Virtual Environments,” 2004, pp. 183–194. E. Adams, Fundamental Of Game Design, 2nd ed. Berkeley: New Riders, 2010. C. K. Olson, “Children’s Motivations for Video Game Play in the Context of Normal Development,” Rev. Gen. Psychol., vol. 14, no. 2, pp. 180–187, Jun. 2010, doi: 10.1037/a0018984. C. Fabricatore, “Gameplay and Game Mechanics Design: A Key To Quality In Videogames,” 2007. D. Setiono, D. Saputra, K. Putra, J. V. Moniaga, and A. Chowanda, “Enhancing Player Experience in Game With Affective Computing,” Procedia Comput. Sci., vol. 179, pp. 781–788, 2021, doi: 10.1016/j.procs.2021.01.066. N. Lazzaro, “Why We Play: Affect and The Fun of Games,” in Human-Computer Interaction: Designing for Diverse Users and Domains, 2nd ed., A. Sears and J. A. Jacko, Eds. Boca Raton: CRC Press, 2009, pp. 679–700. M. Maguire, “Methods to support human-centred design,” Int. J. Hum. Comput. Stud., vol. 55, no. 4, pp. 587–634, 2001, doi: http://dx.doi.org/10.1006/ijhc.2001.0503.
|
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |