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      <title>History of Interface by Reece</title>
      <link>https://padlet.com/s0302549/v1lom7buidjz</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2018-06-04 10:42:35 UTC</pubDate>
      <lastBuildDate>2025-12-05 13:00:03 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
      <image>
         <url>https://padlet-assets.s3.amazonaws.com/icons/Playcontrol.png</url>
      </image>
      <item>
         <title>Feedback</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/265348833</link>
         <description><![CDATA[<div>Feedback is the most important part of creating a great user interface and experience. Games have three types of feedback which include Visual, Audio and Haptic(Physical). Games are visual mediums so they are required to heavily rely on visual feedback to allow the players to understand what is going on. The visuals within the game are given to help the player complete their objectives while not hindering their experience in any way. The player should still be able to have the majority of the control as removing the players sense of control creates a bad user experience. The types of visual feedback that creates a players experience include ;Colour Psychology, Player Viewpoint, Camera Technique, Iconic, Semiotics and Lighting Effects. Audio Feedback is other type of feedback that is within games, the feedback like Visual feedback is designed to inform the player. Player need both visual and audio feedback in order to play the game smoothly, many mechanics in games have audio ques that the player needs to hear in order to react. Some examples of audio feedback ;Ambient, Dialogue, Foley Effects, Music, Mood and Emotion. Haptic feedback is also known as Physical feedback, this is how the game communicates through physical means. This is common within console games as the most common form of Haptic feedback is the controller vibrating. This can inform the player of certain aspects within the game such as damage.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-04 10:43:50 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/265348833</guid>
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      <item>
         <title>Interfaces</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/265353278</link>
         <description><![CDATA[<div>Diegetic interface is interface that is integrated into the scene, the interface is meant to be there and was planned as part of the game world e.g. the player can interact with their watch in order to check the time. A great example of Diegetic interface would be the phone in GTA5 as this is completely interactable. Non-Diegetic is interface opposite to Diegetic, it is interface that is not part of the game world. They have the option of being completely removed from game e.g. health bar in MMORPG's. Non-Diegetic are usually two dimensional. Spatial Interface are similar to both Non-Diegetic and Meta apart from Spatial is three dimensional, an example would be a trail leading to the waypoint. Meta Interface are similar to Non-Diegetic, the difference is that the interface stays within the game. A good example of Meta UI is Call of Duty, in Call of Duty there is no health bar however when the player gets low on health there is a red overlay which increases with damage. Meta Interface are usually two dimensional.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-04 11:09:14 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/265353278</guid>
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      <item>
         <title>Information Communication</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/265353301</link>
         <description><![CDATA[<div>Diegetic Interface gives information via the tools within the game, a good example would be Fallout 4. In Fallout 4 you use the Pip boy to get information about your character, missions and vital stats. The information is portrayed very clearly and reaches the player with ease, the Pip boy can be easily navigated with information being received clearly via each tab. Non-Diegetic is the typical game UI, it gives all basic information that is needed and is usually two dimensional. This information however can easily be turned off via the settings, when the UI is turned off the player will no longer receive information which is why this is for higher skilled players. Meta Interface give information via onscreen images, a good example would be the riot shield in Battlefield 4. The shield is able to absorb damage however after a certain amount the shield will begin to crack, this gives the player an estimated time phase in which there shield will completely break. Spatial Interface gives information via the three dimensional path it usually creates, a great example is The Witcher 3 as this gives way point using Spatial Interface whenever the player selects a location. The way point will usually give the exact location unless it isn't suppose to.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-04 11:09:21 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/265353301</guid>
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         <title>Human factor</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/265353679</link>
         <description><![CDATA[<div>When talking about the age of the players and which Interface they prefer many ages have different preferences. Young children would prefer Spatial as well as Meta, this is because Spatial would be able to give directions to the player. Meta would allow for children to understand they are doing something right or wrong by simple hints on screen without the difficult interface. Teenagers would be interested in Spatial and Non-Diegetic, this would be because Spatial allows for the player to get a sense of objective which is nice in harder games such as The Witcher 3. Non-Diegetic would allow for them to turn on and off any interface they need or don't need, this would allow for complete customization allowing for more freedom. Adults would prefer a good mix of the four, Non-Diegetic would allow them to play games such as World of Warcraft, Diegetic would allow for them to interact with in game interface such as the phone in GTA. Meta Interface would allow for them to understand the game even without health bars, Spatial interface would allow players to follow way points easier.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-04 11:11:39 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/265353679</guid>
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      <item>
         <title>Technology</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/266468549</link>
         <description><![CDATA[<div>Technology in games plays a huge part in the overall feel as well as how the interface is effected. Technology in games refers to the ways that the player interacts with the game, this has been upgraded and altered all through-out the history of games. The traditional methods still exist however many unique ways to play have begun to overthrow the originals. The technology we use within game interacts with both the game and user, they do this by providing feedback to the user to help have a better overall performance. Many well designed technology within games will benefit the player and allow them to play without getting the way of their game time. Some of the most common technology among games include ; Keyboard, Mouse, Headset, Controllers, Gamepads. These are very common and almost all modern games use one or more of these methods to give feedback to the player. There are a huge variety of each of these pieces with each being different and having a different effect on the player. Certain pieces of technology are commonly used for certain game for example ; Steering Wheel, Motion Sensors, Joysticks, Touch Screens and Pointing Devices. These are more commonly used for only a certain genre of game, the steering wheel for example is designed specifically for racing games.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-10 13:29:10 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/266468549</guid>
      </item>
      <item>
         <title>User Interface Design Principles</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/266469461</link>
         <description><![CDATA[<div>The principles that this refers to are principles that are intended to improve the quality of user interface design. This is the principle of making the interface accessible for all players according to the target audience. Many principles play their parts however all have but one sole purpose, to create a simple and clear user interface that the player can enjoy. This can be done in many ways with new games trying new methods all the time, the best ones are usually the interfaces that creates an immersive world for the players. Example of games that do this well would be GTA5 and Fallout4, both of these games main interface come in form which the player directly interacts with in the game. This allows the player to become more immersed in the world as the interface doesn't take them away from the action, these interfaces have gained plently of praise for there use within in the world. A good interface has to be clear in many aspects such as clarity, keep the user in control and reuse-ability . The interface needs to give out the information needed in a clear and simple manner, if the player needs to search hard to find information they will grow bored and that will cause the user experience to crumble. Most players like having control over the interface as it allows for the immersion to not break, when a games interface is all done automatically this can cause for the user to not want to access the interface again. The biggest one in my opinion would be reuse ability, the interface has to be able to be used hundreds of time during the games run time and never feel like a choir to the user.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-10 13:43:34 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/266469461</guid>
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      <item>
         <title>User Physcology</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/266470414</link>
         <description><![CDATA[<div>User Physcology is something that can be broken down into many different sub catergories, one of them being Human Perception. Human Perception goes far beyond that of just seeing and hearing it is something that the human mind does sub-consciously. When talking about Human Perception in games a good starting area will be to get inside the players mind, the user may have played a game like this before and will therefore attempt to use methods they acquired previously into the game. If the methods they acquired don't work within the game this will make them have to try out new ways to play, therefore the target audiences previous games as well as methods must be researched so they can be incorporated into the interface. Most users that play video games have high reactions allowing for quick reflexes, this also works for interface as any information that pops up will be scanned over by the player. If the text stays on the screen for too long the player will ignore it and it will soon become integrated into the background, a good interface will know how to allow the player to read the information they need in a quick time. Users are more likely to notice movement instead of still images, this is why many interfaces attempt to have their information in a way that the player will notice it.  Colours within User Interface is a tool that has been taken advantage of for a long time, this is because most user are able to perceive colour which allows for information to be received if in colour. Many interfaces use this by making key information a much more vibrant colour to the surrounding world, the interfaces can contrast the world in order to get the player to look at it closely.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-10 13:56:52 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/266470414</guid>
      </item>
      <item>
         <title>Control Method Design</title>
         <author>s0302549</author>
         <link>https://padlet.com/s0302549/v1lom7buidjz/wish/266471477</link>
         <description><![CDATA[<div>Diegetic Interface uses buttons set by the game in order to interact with the Interface, these buttons are already set by the game. A good example would be on GTA 5 you press up on the D-Pad to access the phone, the buttons are able to be changed and the control design for the interface is very good. Non-Diegetic buttons are usually decided by the game itself, the Interface however is able to be removed so buttons are not necessary on the Interface itself. The buttons can be edited within the options as with all the other control methods, the control design is very simple and can be edited very easily. Meta Interface doesn't usually have buttons, it is automatically in the game an example would be the damage within Call of Duty. This has no buttons and yet shows up to indicate the players health. Spatial Interface also doesn't use buttons as it is automatically generated when a point is selected, to select the location you usually press A, X or M1.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-10 14:13:57 UTC</pubDate>
         <guid>https://padlet.com/s0302549/v1lom7buidjz/wish/266471477</guid>
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