I think the onscreen keyboard interface (i.e. when using the web browser) suffers some ergonomic problems as well. I find that the hand motion required to press the "A" button slightly changes where the Wiimote is pointing, so I often end up inadvertantly selecting the key just below the one I intended. There are a few things they could have done to get around that (larger clickable area on the key currently highlighted, subtracting sudden movements preceding the button press, etc.), but maybe didn't have the skill to anticipate or recognize these sorts of problems. It's interesting that video game designers increasingly need to deal with human factors problems, rather than just the design of the gameplay itself.
| "jeroen_bennink"
<jeroenbennink@...>
Sent by: GameUIdesign@yahoogroups.com 10/02/2008 03:47 AM
|
|
The motion capture in a game made by Nintendo is excellent. But the
menu itself needs a to precise control with a device that isn't really
made for point and click. The receiver needs to be at an optimal
height and distance which puts some boundary's in an experience that
should be playfull.
There is coming an extra add-on for the Wiimote that should capture
even the slightest wrist motion. Looking forward to be testing it.
Jeroen
--- In GameUIdesign@yahoogroups.com, john_ferrara@... wrote:
>
> I agree. I think that motion-sensitivity is a really interesting
choice,
> because now game design will in large measure depend upon human
> ergonomics. I've found that the games created by Nintendo itself
tend to
> be very good (presumably they have ergonomics professionals on staff),
> while third-party games and especially ports from other consoles are
> frequently terrible. My wife was playing the "Harry Potter" game, and
> found that one of the spells required her to repeatedly hit herself
in the
> face with the nunchuk cord.
>
> John
>
>
>
>
>
> "jeroen_bennink" <jeroenbennink@...>
> Sent by: GameUIdesign@yahoogroups.com
> 10/01/2008 09:39 AM
> Please respond to
> GameUIdesign@yahoogroups.com
>
>
> To
> GameUIdesign@yahoogroups.com
> cc
>
> Subject
> [GameUIdesign] Re: Welcoming new subscribers
>
>
>
>
>
>
> Perfect when I'm playing tennis, when I need to navigate in a menu the
> controls are not as precise as a regular controller. Pointing a hand
> towards a button is something that i don't like to do on a wii
>
> --- In GameUIdesign@yahoogroups.com, john_ferrara@ wrote:
> >
> > So what's your feeling on the Wii's controller?
> >
> >
> >
> >
> >
> > "jeroen_bennink" <jeroenbennink@>
> > Sent by: GameUIdesign@yahoogroups.com
> > 10/01/2008 07:36 AM
> > Please respond to
> > GameUIdesign@yahoogroups.com
> >
> >
> > To
> > GameUIdesign@yahoogroups.com
> > cc
> >
> > Subject
> > [GameUIdesign] Re: Welcoming new subscribers
> >
> >
> >
> >
> >
> >
> > Hi,
> >
> > I'm Jeroen Bennink, interaction designer at a dutch company called
> > Info.nl.
> >
> > I've played both pc and console games, nowadays i'm only playing
> > xbox360 and the wii. I like console because you don't have to update
> > your hardware or get a chance of getting distracted by an email.
> >
> > I like shooters and rpg's and from a UI point of view I like the games
> > with a minimal interface. In a ww2 shooter you don't want a full heads
> > up display because it isn't realistic. But you still want to get
> > feedback on your health and ammo etc. So the interfaces that I like
> > are the ones that give me feedback but not printed on the screen but
> > in a subtle animation or sound. The red glare in your screen when
> > you're getting shot is some sort of an error message: you're doing it
> > wrong. Every good UI needs to protect users of making errors, COD4 is
> > also doing this by playing sounds of bullets flying over.
> >
> > Jeroen
> >
> > --- In GameUIdesign@yahoogroups.com, "John Ferrara" <john_ferrara@>
> > wrote:
> > >
> > > I want to welcome a few new members to this mailing list. And I'd
> > > like to ask of the whole list -- what's your experience of games?
> > > Have you seen any game interfaces that you think are interesting
from
> > > a UI point of view?
> > >
> > >
> > > John
> > >
> >
> >
> >
> >
> >
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