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2009 Second International Symposium on Computational Intelligence and Design

Principles of Human-computer Interaction in Game Design

Xinyuan Cai
Architecture & Urban Planning College
Huazhong University of Science and Technology
Wuhan, P.R.China
e-mail: tanoncai@gmail.com

Abstract-In recent years, game design has made great progress attention in recent years. European and the United States’
in human-computer interaction, but the methods and amount of game industry have begun to try to apply the HCI research
information exchange between players and computer are still result in game design, at the same time, their two-way
quite limited, which results in the interaction and entertainment communication with academic research institutions are
of game are much more restricted. Based on this context and becoming increasingly active:
taking the human-computer interaction (HCI) theory as
z In the game education curriculum formulated by the Game
analysis tool, this paper puts forward and gives details on the
principles of human-computer interaction in game design--- Education Committee of IGDA (International Game
“Simple, natural, friendly and consistent”. Developers Association), HCI theory is classified as an
important component in the game design curriculum
Keywords-Game; HCI; Principle; Design; Art framework.
z CHI (Computer Human Interaction) is the authoritative
academy conference of Human-Computer Interaction field.
I. INTRODUCTION The 2004 Vienna annual meeting will be the first to add
game content.
From 1961 year’s Space War, the development history of z Microsoft’s Microsoft Game Studios has held forums for
game has just less than half a century, which not only
three consecutive years except for the GDC (Game
provides people with a variety of cultural and recreational
Developers Conference) to promote their user testing
activities but also promotes the rapid development of the methods and ideas to the game industry.
world economy. Relevant information show that the
worldwide output value of game and animation related
II. THE PROCESS OF HUMAN-COMPUTER INTERACTION IN
derivative products has reached more than ˀ500 billion in THE GAMES
2004, which has gone beyond that of film industry, becoming
the first giant in entertainment industry. From this, we can see Don Norman once summed up an “Interactive Cycle”
that game has had a dramatic impact on our life. model for the HCI procedure in computer software, which is
Computer games are the combined product of computer the universal model describing HCI/human-machine
technology, traditional games and art forms, such as movies, interface. All types of WIMP interfaces are based on this
music and so on; the rapid development of game is heavily model [2].
borrowing ideas from the film and music and other art forms. As a special kind of computer software, games also have
Games have been trying to learn the performance way of the very similar operation processing: computer presents the
film to bring players a richer entertainment experience. virtual game environment to the players through images,
Meantime it uses a lot of music, animation and other artistic sound or other manners of perception. This step can be called
elements to enrich the content. But games are always drawing game output. Based on the received information and referring
a clear distinction with these referent art forms; in traditional to the rules of the game, players make action decision. This
games, all the participants are people who in real life; in the step can be called players’ processing. Players express their
games, although some rules of the game may be same as those intentions through operating the hardware input devices. This
of traditional game, the virtual characters and environment step can be referred as players’ input. In accordance with the
generated in computer have become interactive objects for rules of the game, computer calculates the corresponding
players, in which people are active participants and they make scores of players’ action. This step can be called computer’s
interactive cycle with computer, so the human-computer processing. After this step it will return to Step one and enter
interaction is the essential distinction between computer into the next round of HCI cycle. The cycle processing of
games and traditional games. these four-step constitutes the human-computer interaction in
As a well-known game designer Chris Crawford said: a game [3]. (Figure 1)
"Graphics, animation, sound and music are essential elements Human-Computer Interaction is not only an important
of the game, and they are very important but not the focus of feature of the game but also the core of many game elements.
the game. Interaction is the real focus in the game." [1] In From the procedure of HCI in the game, we can see that the
order to improve the interaction in the game and show the process of game is actually a cycle of HCI: as the participants,
unique media advantage of the game, human-computer players and computer play a motive role in the cycle. Kinds of
interaction theory has gradually received game industry’s software and hardware are the pipelines for cycling while the

978-0-7695-3865-5/09 $26.00 © 2009 IEEE 92


DOI 10.1109/ISCID.2009.171
game content is the transferred information in the cycle. Thus complicated interface of human-computer interaction to
HCI plays a main role in the game and is the link of other reduce interference of the interaction on the players’ thought.
game component elements. In order to improve the quality of During the process of players’ input, the simple principle
the game, improving the HCI in the game should be the first embodied in the game is that whether the number of actions is
thing to do. Optimizing the HCI completely in the game appropriate or not for players to reach certain purpose, but for
requires a clear principle to guide the design of HCI in the the game, the number of operating the button is not the less
game. the better. The reason lies in the fact that the goal of the game

User accepts, understands and


Update screen evaluates the information on the
information screen.

Computer’s
output
Processing
Update internal
state of
t Dotted line is the
human-computer
Computer receives interface.
the command, and
then explains it.
Player’s Input
Processing User defines goals and
action steps, and then
Figure 1 inputs command.

is bringing players a kind of entertainment experience rather


than completing a specific work. If simplifying all the
III. DESIGN PRINCIPLE OF HUMAN-COMPUTER INTERACTION operations, in fact, the process would be simplified at the
IN THE GAME same time, which will reduce the fun of the game itself.
At present, the design field of human-computer interaction Therefore, what kind of operation requires as simple as
in the game is still short of theoretical system; in fact there is a possible and what kind of operation needs a detailed
close connection between HCI field and game design field: breakdown are entirely dependent on the type and theme of
"Usability" is an important research of HCI area while games the game. For example, in the action adventure game (AVG),
field concerning a lot on gameplay, which is actually basing the player's main task is to make a correct operation through
on the usability of game software [4]. Thus the gameplay is hand-eye coordination at appropriate moment and to control
also called playability sometimes. Thanks to the deep links virtual characters to overcome various obstacles. If such an
between game theory and HCI theory, we can boldly learn advancing process designed as a simple mouse-click process,
from the experiences and theories which have been made in then the fun of overcoming challenges in the game will be
the HCI field to guide the design of the game, taking full bankrupt[5].
account of the special nature of the game, apply the "Simple, In the course of game output, the simple principle
natural, friendly and consistent," principle to the guide of the embodied in the game with whether the amount of
human-computer interaction design in the game. information passed to the players at the same moment is
appropriate or not. The amount of information passed to the
player in games depends on two factors: one is the feeling
A. Simple Principle ways of players used in the game (such as visual, auditory,
Simple principle refers to the process of human-computer tactile, etc.), and the other is the number of objects for players
interaction in the game should be as simple as possible. Too each sensory to concern about at the same time. In the design
complicated means of interaction is not only detrimental to of the game, the designers must rationally allocate players
the players to grasp and control the game but also will often limited acceptance ability within a unit time and ensure that
interrupt the player's gaming experience, which greatly players be able to receive necessary information. We divide
reduce the entertainment effect of the game. Game designers the outputted information in the game into two types: one is
should focus on the gaming experience rather than interaction the information related to the mechanisms of the game, as the
process. Thus game designers must take players out from the game elements information, which may be called the key

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information. They’re the key information of the game and form and content of players. Natural principle is mainly
also occupy most of players’ attention. The other type of reflected in the following points:
information has nothing to do with the game mechanism but 1) Reasonable forms of information: Taking visual
plays a decorative role in enhancing the effectiveness of game information as an example, the kinds of information should
entertainment, which can be also called auxiliary information. be logically grouped, and then be displayed to the players, at
For the output of the game, the simple principle is simplifying the same time, using different arrangements and areas to
the key information which output in a complicated way. show important information and secondary information.
Simple principle does not apply to the auxiliary information 2) Giving automatically correction or tips to the inputs do
output in the game, because auxiliary information does not not conform to the rules of the game: This is often overlooked.
need players’ more attention, but it will bring players a better The most common error is that a virtual character in the game
sensory enjoyment. comes near to the wall, if the player made the virtual character
continue walk down toward the wall, the virtual character
would be blocked by the wall and only be able to slide on site.
B. Natural Principle
There are many similar problems can be solved better, for
Natural principle refers to the process of human-computer example, can automatically correct player's operation and
interaction in the game should be kept in line with the player's ignore the player's command to go to the wall so that the
life experience and cognitive habits. One of the goals of the virtual people remain stationary; also can give players some
game is to create a world into which a player can be fully tips, you can play section of animation which shows the
integrated. In order to achieve this objective, we must obtain virtual character hits the wall and is shelled back. Either way,
player's recognition and integration from all aspects. If the the design should have corresponding input processing to
players experienced differently in the game compared with players’ irrational input so as to prevent the occurrence of
the real life, they would be excluded from the game. All unreasonable operation result[8].
efforts to lead players integrate into the games will be greatly 3) The main state and information must be given: Player
reduced, leading to loss of entertainment of a game should make a lot of decisions according to the specific
eventually. circumstances during the game. So it is necessary to consider
In the process of players’ input, natural principle embodied giving the players as much information as possible and show
in the game with whether the design of input devices them through the relevant senses. For example, in many
conforms to people's habits. In daily life, we make a common shooting games (STG), the virtual characters controlled by
action without any thinking about how to do it but entirely the players have a life value. If the virtual characters were
rely on natural physiological reaction. In the players’ injured, the value of life will be reduced. And when it reaches
operation design in the game, designers should also pursue to zero, the game will be over. These rules comply with the
the natural degree with daily life. In other words, players will principle of simplicity and the principle of nature in the
make action as they make in their daily life when they control human-computer interaction, but it does not meet the people's
a virtual character to act, without any thought on where is the habits which they can feel in the real life. In fact, good design
corresponding button in the input device[6]. Natural principle should give the players some tips when the virtual characters
requires the design of input device must take the user's controlled by them are injured, for example, there could be
physical and mental habits into account, for the game, the shown on the screen the action of the shoot virtual characters
physical habits correspond to the shape design of the input with blood or let the whole screen red for a few seconds in
device while mental habits corresponding to the function visually; or in hearing, it can play the moaning voice when the
design of the input device. virtual characters suffer the pain. As a result, players can
In the course of the game output, natural principle clearly receive the "hurt" message from the virtual characters
embodied in the game with whether the output information is and do not need to deliberately pay much attention to the life
in line with people’s cognitive habits or not. Although the value.
virtual world created by games is not real, it has a deep 4) Provide comprehensive help system: Some of the
connection with real life but is also different with real life designers have the wrong view that the general players are
naturally [7]. To enable players to integrate into the virtual just like them who are the experts in the game, and they think
world is the prerequisite for a game to meet the entertainment the players can play the game smoothly without any help.
effect. The game output in line with players’ cognitive habits Actually, any soft should have a full set of help system, but
will help them quickly to link the experience in real life with for games, it seems that the traditional way of help is totally
the virtual world, and then players will integrate into the different with the virtual net world. Because the help will
virtual world more easily. interrupt the play progress and reduce the level of the players'
devotion.
C. Friendly Principle 5) The operation which can be configured and many
operations for the same function: The default operation may
Friendly principle mainly refers to the contents and forms
not comply with the habits of the players, so it must be made
of information output from computer must play a necessary
that the modes of operation can be configured, such as the
help to players’ understanding, meantime the computer
mapping relations between the keys on the keyboard and the
should have a certain degree of inclusiveness for the entering
actions in the game can be defined by the players themselves.

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Even if the default way of operation is just in line with principles are abstracting concepts. Referring to the specific
players' manners, it cannot just supply one way. The various guidance on how to practice the game designs, it is the main
ways of the operation not only give the players more options, contents of the follow-up study.
but also increase the depth of the game. For example, the vast
majority of software has shortcut, there should be a
corresponding shortcut key besides the standard way of REFERENCES
operation in the game. [1] Chris Crawford, “Chris Crawford on Game Design”, New Riders Press,
6) Adequate feedback: Any legitimate operations from the United States of America, 2003, pp 89-90..,
players should be given the feedback from the computers. No [2] Tonya Barrier, “Human Computer Interaction Development &
Management”, IRM Press United States of America,
matter the specific form is a text telling the players that they 2002,pp210-211..,
are successful or a section of music, the feedback can tell the [3] Ye Zhan, Ye Ding, “The Designing and Development of Game”,
players the results of the operation and give them a sense of People’s Traffic Press, 2003, pp64-65..,
achievement. [4] Kuutti. K., “Activity Theory as a potential framework for
human-computer interaction research in Context” and “Consciousness
Activity Theory and Human-Computer Interaction”, B. Nardi. Editor
D. Consistency Principle MIT Press, Cambridge, 1996, pp31-32..,
[5] Center Activity Theory and Developmental Work Research,
The consistency principle means the output of the “Cultural-Historical Activity Theory”, [DBˋOL]
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consistency not only on the appearance and the logicality. [6] “The Activity System”, [DB/OL]
http://www.edu.helsinki.fiactivity/pages/chatanddwr/activitysystem/ ,2
Only by ensuring the consistency in the process of interaction, 008,
the players can easily gain the communication process with [7] Malone. Th.W, “What makes things fun to learn? A study of
the computer and engage in the game entertainment intrinsically motivating computer games”, PhD dissertation, Stanford
experience earlier. The consistency principle of game is University, 2005, pp167-168..,
mainly embodied in the following points: [8] Garris.R. Ahlers. R. ˂ Driskell .J.E., “Games, motivation and learning:
a research and practice model”, Simulation ˂Gaming. 33(4), 2002,
For the same type of game information, whether the forms pp441-467..,
are the same [9]. For the different types of game information, [9] Mahboubeh Asgari ˂David Kaufman, “Relationships Among
whether there is a difference between them. Every player has Computer Games Fantasy and Learning”, [DBˋOL]
a fixed habit of receiving information according to the http://www.ierg.net/confs/2004/Proceedings/Asgari_Kaufman.pdf
experience in the game. If there are two kinds of doors in a [10] Chris Crawford, Translate by Li Ming. Ying yu, “The Theory of Game
Design”, Beijing Hope Electronic Press, 2004, pp150-151..,
game, one can open and the other may not. Then it should be
guaranteed that there is an apparent difference between them
in appearance and each of them has the same appearance. If it
fails to do that, the players should fail in opening a door
which he thought he can open. Therefore, they will deny the
correctness of the game experience they accumulated before.
So the game designers need to clearly make a standard form
for the output information, and use it throughout the whole
game. In the same operation, whether the players’ way of
input are the same. In fact, the process of people knowing
how to play is a process of learning [10]. Only by unifying the
similar operations in the design, the players can agree to the
rules in the operation and accept the mode of operation in the
game. If the purchasing operation is one of the game
functions in the game, and the purchase of food and clothing
is designed to operate in different ways, then the players
might question the necessity of such inconsistency.

IV. CONCLUSIONS
Human-computer interaction, as a primary feature and the
core component of the game, is a main factor of affecting the
game quality. According to the theory of human-computer
interaction described by Don Norman, the principle of
"simple, natural, friendly and consistent" should be reflected
in every aspect of the progress in the game. Flexibly applying
these principles to the design of the interactive game not only
establish good channels of communication between the
players and computers, but also achieve the entertainment
value of games. However, we should also note that these

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