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      <title>History Of The Interface by ryan</title>
      <link>https://padlet.com/s0302068/History_of_the_interface</link>
      <description>Made with a taste for adventure</description>
      <language>en-us</language>
      <pubDate>2018-03-22 14:15:00 UTC</pubDate>
      <lastBuildDate>2025-10-26 06:16:52 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <url>https://padlet-assets.s3.amazonaws.com/icons/Terminator.png</url>
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      <item>
         <title>Technology</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009076</link>
         <description><![CDATA[<div>Interface technology has been advances rather quickly from Augmented reality to virtual reality and much more coming in the future.<br><br>Virtual reality (VR) is currently the most advanced way we currently have for interacting with games. It is a head set which further immerses the player by making it seem as if they are in the game, the camera movements are controlled by the users head movements. The camera follows the direction the player is looking to further increase immersion.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:18:17 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009076</guid>
      </item>
      <item>
         <title>Interfaces</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009171</link>
         <description><![CDATA[<div><br>Non-Diegetic<br><br>Non-Deigetic interfaces are the most common type. They are you average HUD which displays atop the game. The UI is usually a 2D plane. The character is not aware of the UI.<br><br>Diegetic<br><br>Diegetic interfaces exist within the game world, so the player can interact with them through visual, audible or haptic. This type of interfaces can make the game more immersive.<br><br>Spatial<br><br>Spatial interfaces are built as part of the geometry of the game, such as writing on walls to tell the player what to do. This is used in order to not break the narrative of the game.<br><br>Meta<br><br>Meta interfaces don't fit with the geometry but also maintain the game's narrative. The UI is still on a 2D plane but its built in to the fiction of the game. Such as the phone in the GTA games.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:18:26 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009171</guid>
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      <item>
         <title>Human Factors</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009391</link>
         <description><![CDATA[<div>An interface must be usable for all different people. Which means when making an interface take into consideration your target audience and make sure it is appropriate for the user. For example if you were making a game for children make sure the Interface is easy to use and easily accessible. However if you were making a game for adults it can be more detailed. However you do need to take into consideration any difficulties people may have, so don't over complicate it even if it is for adults because some people might have disabilities which may hinder them from using complicated interfaces.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:18:43 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009391</guid>
      </item>
      <item>
         <title>User Interface Design Principles</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009536</link>
         <description><![CDATA[<div>The Structure Principle<br><br>The interface should be designed and structured in an easy to comprehend way that is clear for the user. you should put related things together and separate unrelated things.<br><br>The Simplicity Principle<br><br>The interface should be simple and not over complicated. Information should be easy to find and understand.<br><br>The Visibility Principle<br><br>Elements within the interface should be easily seen and not distracting for the user.<br><br>The feedback Principle<br><br>The interface should keep the user informed of actions or interpretations using clear language that is recognised by the user.<br><br>The tolerance principle<br><br>The interface should be tolerant of mistakes and allow users to make up for mistakes that they might make, This could be done through allowing undoing and redoing of actions.<br><br>The reuse principle<br><br>The interface should reuse components in order to maintain consistency with purpose.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:18:58 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009536</guid>
      </item>
      <item>
         <title>Feedback</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009748</link>
         <description><![CDATA[<div>Audio<br><br>Audio feedback is the use of sound effects and music within games to inform the player or to create an atmosphere. These are such things as the character making a sound when they are injured. You could also use the background music to control the atmosphere within a game such as playing quiet eerie music for a horror game.<br><br>Visual<br><br>Visual feedback is what the player sees. This involves using colours to represent things, such as red to indicate danger and green to indicate safety or go. another example is the blood around the edges of a screen in most FPS's to show that the player is injured.<br><br>Hap-tic<br><br>Hap-tic feedback is physical. With Xbox controllers and PS4 controllers, when the player gets hit or injured the controller vibrates to inform the player. The nintendo switch has taken this further with their controllers with advanced features such as feeling how many balls are in a virtual box just by the movement of them.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:19:15 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009748</guid>
      </item>
      <item>
         <title>Information Communication</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245009922</link>
         <description><![CDATA[<div>An important part of interfaces is they communicate information to the player and how clear it is. This could be writing words on walls to inform the player of where to go, or using a marker on  a map which they have to get to. Either way the information it is portraying needs to be clear and understandable. </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:19:29 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245009922</guid>
      </item>
      <item>
         <title>User Psychology</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245010284</link>
         <description><![CDATA[<div>Games communicate with the user in a variety of ways. not only can it clearly have things written the also communicate is sub-conscious ways. Such as using colours to convey emotions without having the player consciously think "oh there's red, must mean danger" the user sub-consciously detects that there could be danger just from seeing the colour red.<br><br>This can increase immersion as the player does not have to think about every minute details.<br><br>Colours can also change the way a player actually plays. Such as in FPS games being on the red team can sub-consciously make you play more aggressively while being on the blue team can sub-consciously make you play more defensively.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:20:02 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245010284</guid>
      </item>
      <item>
         <title>Control Method Design</title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/245010483</link>
         <description><![CDATA[<div>This is important within a game because if your control system is too confusing or difficult it can put people off the game and make it difficult to play. An example of this is Dead or Alive. I find the games controls confusing for new players therefore I played it once and gave up. Therefore a good control scheme can be the difference between a one time play or a long term fan</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-22 14:20:17 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/245010483</guid>
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      <item>
         <title></title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/246030204</link>
         <description><![CDATA[
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         <enclosure url="" />
         <pubDate>2018-03-26 12:13:07 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/246030204</guid>
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      <item>
         <title></title>
         <author>s0302068</author>
         <link>https://padlet.com/s0302068/History_of_the_interface/wish/246030234</link>
         <description><![CDATA[
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         <enclosure url="" />
         <pubDate>2018-03-26 12:13:11 UTC</pubDate>
         <guid>https://padlet.com/s0302068/History_of_the_interface/wish/246030234</guid>
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