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Welcome. To the master examination of: Bas Kersten. WHO IS BAS KERSTEN?. ALLROUND ARTIST. With a passion for interface design. ALLROUND ARTIST. Internship. ALLROUND ARTIST. 4 Th year project. GAMES. THE START OF MY IDEA. CREATE A RTS INTERFACE. NOT FOR PC.

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  1. Welcome To the master examination of: Bas Kersten

  2. WHO IS BAS KERSTEN?

  3. ALLROUND ARTIST • With a passion for interface design

  4. ALLROUND ARTIST • Internship

  5. ALLROUND ARTIST • 4Th year project

  6. GAMES

  7. THE START OF MY IDEA

  8. CREATE A RTS INTERFACE

  9. NOT FOR PC

  10. BUT FOR A MULTI-TOUCH DEVICE

  11. WHY A MULTI-TOUCH DEVICE? • New type of device • On the PC the most is already done • Much to explore

  12. THE RESEARCH BEGINS

  13. MAIN QUESTION • Designing a clean RTS interface for a Multi-touch device?

  14. SUB QUESTIONS • What is necessary and what are the main features when creating a RTS interface? • What are the possibilities and limitations of an interface on a Multi-touch devices compared to the interface of a traditional RTS game • What is the best way to test my interface?

  15. ARE THERE RTS GAMES FOR MULTI-TOUCH DEVICES?

  16. INTERFACE ANALYSIS

  17. INSPIRED BY: • Lord of the Rings: Battle for Middle-earth

  18. BECAUSE IT FEATURES • Minimalistic interface • Pre-made building spots • Unit micromanagement • Clear icons • Tight unit cap

  19. GOAL OF THE GAME • Build units • Gain map control • Destroy the enemy

  20. ONE PAGE DESIGN DOCUMENT

  21. IMPORTANT DESIGN CHOICES • Short game • Premade building spots • 4 Types of Units • Small Fights • Fast gameplay

  22. UNITS • 2 normal units, tank and helicopter • 2 elite units, Elite tank and Elite helicopter • Upgrades through buildings and Elites

  23. TANK & HELICOPTER UNITS

  24. ELITE TANK & ELITE HELICOPTER

  25. BUILDINGS

  26. INTERFACE TEST SCENARIOS

  27. TWO TYPES OF TESTS • Interface testing (9 testers) • Upgrade icon testing (12 testers)

  28. THEST METHODES • Think out loud method (Interface testing) • Evaluation Questionnaires (Upgrade icon testing)

  29. THINK OUT LOUD METHOD • One on one testing • Comfortable setting

  30. TESTING DEVICE • iPad 2

  31. TESTING AUDIENCE • Age: 25- 35 jaar • Used to playing games • Higher educated

  32. TESTING GOAL • To make a solid Multi-touch RTS interface • To improve my interface concept design

  33. FIRST INTERFACE DESIGN

  34. THE TEST RESULTS

  35. MAIN INTERFACE SCREEN • Radar • Unit screen • Elite screen

  36. TEST 1 • Create a building

  37. TEST 1 - PROBLEMS • How to build? • Premade building spots?

  38. TEST 1 - SOLUTIONS • Clear building icons • Short explanation towards pre-made building spots

  39. TEST 2 • Unit production

  40. TEST 2 - PROBLEMS • The buildings aren't clear in their functionality.

  41. TEST 2 - SOLUTIONS • Clearer building design by integrating recognizable parts of the units in the design

  42. TEST 3 • Unit movement

  43. TEST 3 - PROBLEMS • Pressing instead of dragging • Unit movement is too slow • The units only respond in a straight line

  44. TEST 3 - SOLUTIONS • Short explanation towards the movement system • Tweak the movement to the desired speed • Clickstream

  45. TEST 4 • Unit upgrade

  46. TEST 4 - PROBLEMS • Difficulty determining what the upgrades are

  47. TEST 4 - SOLUTIONS • Extensive icon testing

  48. TEST 5 • Unit attacking

  49. TEST 5 - RESULTS • Because of the movement test they know what to do • Same way of attacking as in traditional RTS games