In this part, the discussion is about the usability heuristics for a mobile game that is helpful when implementing and designing the game under the proposal. Usability has recognition as a significant element in educational games. Since buying and playing a game occur voluntarily, the presence of issues affecting user entertainment or experience value may lead to a player stopping to play it or doing other things instead (3).
Though video and computer games have similarity with productivity software, they have some differences (2). Due to this, researchers have formulated usability definition within the context of computer and video game, but there are some disagreements over the definition. Federoff (3) has come up with three components of game usability as a game interface, gameplay, and game mechanics. Of the three divisions of game usability, gameplay is the most essential, though the combination of all elements is essential for a functional and satisfying game. Pagulayan et al. (2) found out that player usually subject attitudes and experiences towards the game that requires assessment since measuring game usability by normal means such as task time and errors are not sufficient. Therefore, attributes such as ease of use, pace, and challenge are essential when assessing games, since they influence the general quality of the game. Desurvire et al. (5) explained that game usability ought to be included in the playability together with gameplay, game mechanics, and game story. As per the explanation, game usability covers both the user interface and techniques of interacting with the game. Also, Korhonen and Koivisto (10) offered the same explanation of game usability, though there is an addition of new modules for mobile contents that places game mechanics and game story features under gameplay. Like (5, 10) and Laitinen (11) noted that game usability has a focus on user interfaces, although they specified that game type, gameplay and platform require consideration because they have a connection to each other. From the interpretation by Pinelle et al. (6), game usability is the degree to which the user can control, learn, and understand a game, engagement, and entertainment. There is the exclusion of storyline matters in this definition due to their ties to technical and artistic issues. Papalouka et al. (12) have adopted the same definition of game usability as (6), although they included intrigue and player enjoyment element.
Table (1) of game usability heuristics covers the interface and game controls by which the player has an interaction with the game. The game interface ought to allow the players have full control over the game with the display of all the required information concerning the status of the game and other possible actions. Usually, the game interface is the first item players come across when they start playing a new game. Successful game usability will ensure that players enjoy the game. There are several groups of game usability heuristics. Firstly, heuristics GU1-GU5 have a connection to the presentation of the information and visual design. GU1-GU5 consists of some of the terms used in the game. Secondly, GU6-GU8 deals with the navigation arrangement as well as the use of controls when controlling and navigating a game character. The remaining groups of heuristics deal with other essential aspects such as receiving feedback, ways of helping or guiding the player to concentrate on the game. Game usability will as well cover similar elements to the traditional usability matters of productivity software, although there is a transformation to include game related issues specifically.
Audio-Visual Representation Supports the Game
Game graphics ought to support story and gameplay with the aim of notifying a player. Additionally, the graphical feel and outlook require consistency in the entire game. Audio may be applied in increasing immersion and evoking emotions. A better sound environment accompanying the game causes a positive attitude and gaming experience. Also, audio or graphics should not prevent a player to play the game. The purpose of adding graphics and music is to increase gaming aesthetics (Schell, 2008). Appearance and audiovisual style influence the experience of a player (Jarvinen, 2002a). In most cases, graphics have consideration as decorative features included to increase eye-candy as well as building a sensory immersion of a player as its main role (Ermi & Mayra, 2005). Moreover, graphics and sounds lead to enhanced fantasy while creating a sensory curiosity of the game (Malone, 1982). As per the marketing perspective, most of the games attract buyers due to high visual quality as players expect a visually appealing experience.
Screen Layout Is Efficient and Visually Pleasing
The layout has to present the required information to players, but conversely, filling the screen with a lot of data, the game may appear crowded. A player requires a navigation control without mixing information for visibility on the screen. Mostly, a game has an inclusion of two interfaces for the user, and both of them substantiate different duties requiring different kinds of designs. After the process of launching the game, a user will enter the shell menu. The purpose of the shell menu is to offer access to features that do not include the game world for successful game configuration and management (Figure 14). A shell menu consists of various types of configuration screens and settings for audio and video elements that create an effective game mode (e.g., multi-player mode vs. single player). Furthermore, a shell menu has user interface features required in the game management. As per John and Wiles (2003), the designs of the shell menu are non-intuitively or poorly organized thus causing errors and confusion. Throughout the gameplay, the user interface has two layers. The playing of the game appears as the main view presenting the gameworld to the user. Also, the main view has the inclusion of other user interface elements that helps in displaying the input command (Barry, 2005). Moreover, output features are helpful to the player when choosing the preferred features of the game.
Device UI and Game UI Are Used for Their Own Purposes
It is important to note that if the player is dealing with device functions or user interface, the two components should not break the immersion. An impression of immersion occurs when the player can use a full-screen mode while other features appear as hidden. In most cases, playing video games occur on devices having the capability of multitasking. Visual designs of the game aim at allowing for player's immersion in the game as well as separating the game application from other apps. Most of the users prefer full-screen features that hide other applications and features of the device. Additionally, the use of unified themes between the game concept and user interface has preferences because they reinforce player experience (Schell, 2008). The player may use similar types of user interface widget applied in non-game applications when controlling the game, which can increase control complexities (Adams & Rollings, 2007). Occasionally, it is vital to indicate some information that is outside the game world, although in such incidences, user interface widgets or dialogs require a presentation suitable for the visual theme instead of applying the device's thematic idea. Other interface widgets that interrupt the visual theme may as well disturb the immersion of the player (Ermi & Mayra, 2005; Adams & Rollings, 2007).
Indicators Are Visible
The player has to see some of the information like current status of the game or the avatar's condition when playing. Displaying necessary information required by the player is essential. The fundamental principle when designing the user interface is ensuring that communication between the user and the system. When carrying out a productivity software design, there is a need for presenting available information to the player. For a video game, the design of the user interface is not straightforward because the game mechanics have a lot of useful information that to some point may affect the player's experience. As a result, there is a need for special attention when choosing the type of information for display that does not decrease the player experience. The main role of information presentation and game interface design is in the determination of what display. This occurs because some information is not importantly equal to the user (Palm & Koivisto, 2004; Schell, 2008). The needs of the information are either temporary or permanent depending on their importance to the user. Information that is permanent has a connection with its ability in supporting the game. For instance, the condition of the avatar is permanent information in the game as it helps the user to go to next step (Falstein, 2003). In case the avatar dies suddenly, the player becomes frustrated, a situation prevented by recharging the avatar's inventory (Falstein, 2003).
The Player Understands the Terminology
The terminology applied in the game ought to be understandable to reduce cases of misleading or confusing the player. Avoiding the use of technical jargons will help the player to understand terminologies easily. For example, vocabularies relating to game features or concepts require translation for easy understanding by the user. Nielsen has argued that following the origin usability heuristics, the terminology used in the user interface ought to be easily understood (Nielsen, 1993). The similar obligation applies to game design, although terms used in the user interface should have coherence with the theme of the game to reinforce experience. For example, in a multi-player game, the player has a connection to the game server for a joint play moment. Usually, the user interface widget appears as "Connect Server." Nevertheless, from the player's viewpoint, the problem is not connecting to the server, but the issue is joining the game. For an intuitive label, the widget has to appear as either "Enter Battle" or "Join Game." Information displayed is a significant feedback feature applied in various ways by the player (Adams & Rollings, 2007). A proper application of texts when providing feedbacks illustrates various indicators. Also, the text can be applied when narrating dialog or elaborating information concerning game items (Adams & Rollings, 2007, p.254).
Navigation is Consistent, Logical, and Minimalist
Navigation comprises of the gameworld and the game menu. The constituents of the game menu are selections for the chosen game session and settings. Various functions reasonably require an organization with a possibility of appearing on different screens.
Nonetheless, the presence of long navigation paths reduces consistency. On the other hand, the use of short navigation paths leads to consistency through ease of remembrance and clarity. In the section of the game menu, the user ought to have the ability to begin playing as well as accessing other important features of the game. On the other hand navigation in the game world has to occur naturally and intuitively. Despite the complexities of the game world, the user requires smooth navigation. By the use of properly set control keys, navigation can be almost invisible or very intuitive. Additionally, the user interface has to fulfill the various types of navigation requirements. The navigation of the shell menu will follow the same recommendations and principles applied in the main menu design (e.g., Jacko & Salvendy, 1996; Kim, Jacko, & Salvendy, 2011). Since menu has links to start the game and settings dialog, it is preferable to use short navigation paths for a s...
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