On creating a native real-time-strategy game user interface for multi-touch devices

Nicole Crenshaw, Scott Orzech, Wai Son Wong, A. Holloway
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Abstract

Historically, real-time strategy video games, such as Star-craft (1999) and Command and Conquer (1995), were intended to be played on desktop or laptop computers, with interfaces that afford the user dozens of keys and key combinations, mouse gestures including clicking and dragging, and several mouse buttons to further complicate the interface while allowing customization and a wide range of possibilities to the user. On a mobile multi-touch platform, there are constraints of limited visual real estate, which is actually shared with the touch command interface. Though work has been done to port real-time strategy games to the mobile platform, to date, there has not been a significant effort to enhance the usability of these interfaces by removing redundancies and tailoring the game commands to these multi-touch devices. The touch interface presents unique challenges as there are touches and gestures rather than buttons and key combinations. In this paper, we present a rapidly-prototyped user-centered design in a ten-week project of a real-time strategy user interface native for the iPad. As the user's experience is key in creating a robust and intuitive interface, we incorporate the user's feedback in several stages of the design and prototyping of the project. We show changes to the design of the user interface over several iterations and, finally, show a prototype of the user interface system using a game of our own design as a test platform. The contributions of this project are the interface designed for a new mode of interaction (i.e., the iPad platform), the bubble menu, and the ability to cancel orders.
关于为多点触控设备创建本地即时策略游戏用户界面
从历史上看,即时战略电子游戏,如《星际争霸》(1999)和《命令与征服》(1995)都是面向台式机或笔记本电脑,其界面为用户提供了数十个按键和按键组合,鼠标手势包括点击和拖动,以及几个鼠标按钮,使界面更加复杂,同时允许用户自定义和广泛的可能性。在移动多点触摸平台上,存在有限的视觉空间的约束,这实际上是与触摸命令界面共享的。尽管将即时战略游戏移植到手机平台的工作已经完成,但到目前为止,还没有通过消除冗余和针对这些多点触控设备定制游戏命令来增强这些界面的易用性。触控界面带来了独特的挑战,因为有触摸和手势,而不是按钮和键组合。在本文中,我们在为期10周的项目中呈现了一个以用户为中心的快速原型设计,用于iPad的实时策略用户界面。由于用户的体验是创建健壮和直观界面的关键,我们在项目的设计和原型的几个阶段纳入了用户的反馈。我们通过多次迭代展示用户界面设计的变化,最后展示使用我们自己设计的游戏作为测试平台的用户界面系统原型。这个项目的贡献是为一种新的交互模式(即iPad平台)设计的界面,气泡菜单和取消订单的能力。
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