Tuesday, February 5, 2013

Interface with only Sound


Daniel Flaquinti - 100393621

For this week’s blog I will describe how I would make an interface that would be useable by only using sound. This could be used for someone who has vision problems and cannot see the visual part of an interface. An interface to meet this requirement would be quite challenging to design as a lot to today’s interfaces rely strongly on the visual aspect. For example, all the menus and buttons for the iPhone require the person to be able to see and read the touch screen.

One piece that would help make the interface more accessible is the use of audio signals and indications. Sounds could be used to indicate to the user what kinds of different things are happening when using a device, such as a computer. For occurrences such as an error or system message, the computer could play a distinct tone that the user could easily recognize. To know what the message is saying, a synthesize voice could read the message to the user.  
      
Another challenge for the visually impaired user to overcome would be navigation with a mouse. To overcome this problem I would also rely on the use of sound. I would utilize some kind of speaker array that would allow the user to visualize where the mouse and different icons are on the screen. Small speakers could be placed around the computer or even under the LCD screen. For speakers that are placed under the screen, they would be organized in a grid type fashion. The speaker that would be behind the mouse cursor would play a very distinct and non-intrusive note. The user could listen for this sound and can use it to learn where the mouse cursor is on the screen. Multiple speakers can work in conjunction with fading to allow an accurate depiction of the mouse location with the sound. Other on screen items, such as icons and buttons, could also emit their own distinct sounds. This is so the user would know where they are as well. To click on one of the icons, the player would simply have to move the mouse to align the sound of the courser to the desired icon.  

Speakers could be placed behind the screen.

As mentioned earlier, the sounds these cursors and icons emit will be designed to be recognizable but not annoying. This would be critical for the design as the user would listening to the sound constantly when they are using the interface and they would also need to recognize them in an instant.

This kind of method would theoretically work as it will use the user’s ability to triangulate sound. Since humans have two ears, they can use the difference of the time the sound reaches each ear to locate the source of the sound. Through the speaker array, the user would find out the location of the different onscreen items by only using sound.  

[Picture of monitor]. (n.d.). Retrieved February 05, 2013, from http://gz-yitong.com/bigpic/20100305093838.jpg

Friday, January 25, 2013

Evolution of Video Game Controllers


Daniel Flaquinti - 100393621

          For this week’s blog post I will discuss the evolution of video game controllers and how I believe they evolved into what we use today. As mentioned in the lecture, one of the first ways of controlling a video game was a knob (or spinner). Commonly, the knob would control the movement of an on-screen block. This kind of input method only allowed movement was along one axis, essentially being one dimensional. This was fine for PONG and tennis style games, but did not allow enough control for more advance games. It was also common for knobs to be attached to the home game console, meaning the player would have to be holding the game system in their lap to play.

The controller was built into the console.
          
          Arcade games started to grow in terms of graphical capabilities and so did their control methods. Each game had custom controls designed and built for each specific game. Some used joysticks (Pac Man), buttons (Asteroids), trackballs (Missile Command), or steering wheels (Pole Position). Surprisingly, the world’s first game to use polygon graphics, I-Robot, only used a joystick as input.

Polygon graphics back in 1983.
         
          The second generation of home consoles gained the feature of having interchangeable cartridges, allowing for them to play more than their prebuilt games. This was problematic as the games could no longer have custom controls for each game (as they did in the arcade). All of the controllers were also separated from the system, allowing them to be held in the player hands. For the Atari 2600, many games had to utilize the primitive joystick and one button. Some games did utilize accessories, such as the keypad and paddle controllers (which still offers more control then a lot of other controllers I use today).  Many games in the Atari 2600’s library utilized the joystick to move and the button for a solitary action (such as moving and shooting). The Intellivision and Colecovision were very similar in design. They were not as easy to use, but used their extra buttons to their advantage. Menu selections could be made quite easily, such as inputting the computers level of difficulty. Games such as Discs of Tron used the Intellivision’s pressure sensitive disc to move in 8 directions and the keypad to fire in a different direction. Despite these extra buttons, a lot of games still only used the direction and action buttons.

Despite it looks, the disc does not spin.

          In the next generation of video games systems, the NES and Sega Master System took over the scene. Both systems abandoned the joystick for the iconic directional pad. This kind of design seemed necessary as it allowed for only one hand to move the character and free other to use more action buttons (the Atari 2600 joystick requires one hand to move the stick and the other to hold the bottom part of the controller). This design was first used on Nintendo’s Game and Watch systems, which required the movement commands of a joystick, but had to be flat so the system would be portable and foldable (on the two screen models). With more effective directional movement and more buttons, games for the NES and Master System were able to grow in complexity. Many games were able to use the two buttons to perform a wider array of actions, such as jump and attack. This also led to the creation of very popular franchises and establish well known genres.  

A very iconic controller and still one of the best ones I have used to this day.

          Meanwhile, arcade games were rapidly growing in complexity. They continued to add more and more buttons. The SNES, Genesis and Turbografx became the next generation of systems. These controllers were more comfortable to use and contained even more buttons. The Turbografx controllers included a built in turbo switch, allowing the buttons to be continuously pressed down and still continue to fire. Fighting games, such as Street Fighter and Mortal Kombat were becoming popular. The controllers of the game consoles were able to handle ports of the games as they included all of the buttons. After that generation came the rise of 3D polygons and movement in 3D space. Console manufactures had to make their controllers so the user would be able to navigate 3D space. Nintendo added an analog stick for precise movement in 360 degrees. They also added four yellow C buttons that would be used to control the camera, such as in Super Mario 64. Sony’s first version of their controller was very similar to the SNES’s. They later added two analog sticks to aid in the navigation of 3D space. Sega also started out with a very standard controller, but later made the “3D controller” for the Sega Saturn system with an analog stick. The next generation seemed to be a refinement of the previous generation. One change was that many console manufactures made the analog stick the main point of input as the D-pad took a lesser, smaller role in the controllers.

The analog stick was now the star of the show.

          One big change going into the next generation was the diversions of the different controllers. Sony and Microsoft controllers stayed pretty much the same. It was Nintendo that offered a new innovative controller with the Wiimote. The Wii’s controller could detect motion and was simpler to use then the “hardcore” controllers from Microsoft and Sony. Later in the cycle, Microsoft and Sony released their motion controls, the Kinect and PlayStation Move. These types of devices allowed for a more causal audience to enjoy gaming.    

Everyone got in on the action (except I don’t think anyone bought a PlayStation Move).

          As for the future I believe that controllers will continue to innovate, but will still have many of their roots tied to the past. For games to continue to have precise and effective controls, buttons, joysticks and analog sticks will still be necessary. New additions, such as a build in screen, biometrics and cameras will help enhance the experience of the overall game, possibly becoming a necessity in the future generations.   

The Wii U Gamepad adds something new, but still retains the buttons, D-pad and analog sticks. A perfect balance between old and new.






Saturday, January 19, 2013

How to make a User Friendly Interface

Author: Daniel Flaquinti - 100393621

For this week’s blog post I will be discussing how I would create an interface that would be useable to a mass amount of different users. The interface would be used for a tablet type device. The application would be used in a kind of business / home type of environment. One factor the interface would have to excel at is being user friendly. As mentioned in the video lecture, there are numerous things the interface must excel at in order to be user friendly. One of these categories is for the interface to be accessible and comprehensible.  To make the application easy to understand, I would limit the amount of buttons and options that would be on screen at once. This is to prevent the user from being overwhelmed by the options. The buttons would also be large and simplified, so they are easily legible and would still be usable if the application was to run on different devices. For example, the buttons must be usable if the application is being run on a tablet with a large screen or a smart phone with a smaller one. If the buttons were made too small, they might work fine for a tablet but might be hard to use of smart phone users. 

Another attribute I would do would be to label each button with text instead of using an image icon. This would be to make the application acceptable to people who are not familiar with application or technology in general. This would help make the interface accessible and idiot proof. For example, an elderly person might not know that a floppy disk symbol means to save what they are working on. If that button was replaced with a button that clearly stated “SAVE”, then the person would have a better understanding to what task and function that button performs. This is similar to how in the Nintendo Wii’s system menu; all the options are labeled and simplistic.

A very easy to use interface

To make the application further idiot proof, I would include a “HELP” button on each page. When pressed, a small description of what each button does would appear around the page. An overall description would also appear offering further explanation on what is happening in the application. There would also be audio that would narrate what the help descriptions are saying, as some people can take in information easier through audio. To make the application more available and ready, I would ensure that the application would be useable without an internet connection. This kind of offline mode would be very important as not all tablets and smart phones are connected to a network. For example I know a family member who owns a high end android smart phone, but does not have a data plan, meaning they can only use the internet if they are connected to a Wi-Fi network. If the application has internet functionality; I would ensure that the interface would still mostly function when not connected to a network. Essentially, the interface should work as much as possible without the presence of a network connection. Obviously this might be impossible if the application is totality internet based, but some effort should go into ensuing that it works as much as possible under a network free condition. With these ideas, an application could be created to have maximum user friendliness for anyone who uses it.     

Tuesday, January 15, 2013

Passion

Author: Daniel Flaquinti - 100393621
          
          When I was a young child I would always be creating and building different things. For example I had a toy play set that contained a plastic road and buildings. The roads would interlock, allowing me to create different layouts of cities. I also had a marble play set that allowed me to create different designs for the marble to run through (I wonder if you can guess which game I made must have had a massive influence from this toy). 


I had something similar to this as a child 


         Basically what I am trying to say is that I have always loved to be creative and think outside the box. I was never really satisfied with a simple toy that told you how to use it; I always wanted to create something different. I can even remember that at a young age I wanted to be a scientist / inventor when I grew up, so I could continually come up with new and cool ideas.

        As time went on I eventually started playing video games. I first games I played were on the Nintendo Entertainment System. These included titles such as Super Mario Bros and Tetris. I was captivated by the interactivity that games offered. They allowed me to explore their world and find the solution to problems. I became captivated by this and started shifting my focus to be more video game related. I was also gaining and interest with working with computers and technology in general. It was not until high school that I made the decision to go pursue video game development as a career. It combined my love for being creative, video games and technology into come comprehensive subject.

         Some of the games that really inspired me would be adventure style games, specifically Kirby’s Nightmare in Dreamland and Metroid Prime. The Kirby game showed me exploration and experimentation. Many of the levels contain secret places that could only be accessible by looking in hidden areas and thinking unconventionally. I was also able to experiment with Kirby’s many different types of powers. I was able to discover more uses for them by using them in different places. For example the laser ability will bounce off curved slops in the ice areas. Metroid Prime showed me how mood and atmosphere could effect a games presentation. The graphical fidelity and art style are still striking to this day. I remember always imagining what kind of different environments, monsters or discoveries lay around the next door. One part that sticks out to me was when I first entered the snow area in the game. It was so different than anywhere else I had explored and contained new enemies that I would have to learn how to defeat. I was also showed to some more clever uses of exploration and hidden secrets.


This area blew my mind


         I can safely say that I have made the right choice in choosing video game development as my career. Through this school I have learned to create different experiences for people to enjoy. One of the other factors that fuels my passion is knowing that what I am working on will be played and hopefully enjoyed by someone. That the work and dedication I pour into a project will eventually show through when someone plays the game. It was quiet rewarding during events like the GameCon as I got to see different players learn and explore the world I created. It was very rewarding to see the player get a sense of excitement and intrigue when they found some of the secret areas that I had hidden in the levels. I am now able to create my own games in which people can experimented and discover. It is truly rewarding to see your creation come to life and be enjoyed by others.