Posts tagged with “usability”

Gamasutra publishes Eitan’s article on UI Design

Eitan’s article on Usability Interface design was just published on Gamasutra today! The article talks about four key elements of UI – learnability, simplicity, efficiency, and aesthetic. Specifically, why these are important and how to critically balance these elements for your own game design. Eitan’s pretty passionate about UI, having written his master’s thesis on the topic.

It’s also filled with awesome pictures from some of our favorite games, if you’re not into reading lots of words.

Check it out, and we welcome your comments here or on the Gamasutra website!

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GDC 2009: Talking the Talk (Part 1 of 2)

Not bad, but there aren't enough tracks on velociraptors and terminator robots. We need to know more!

I wrote this article for Henry Jenkins, and am reprinting it here for you. Enjoy!

Hi Everyone! Henry, thanks for inviting me back for my annual round up of all the interesting things that happened this year at the Game Developer’s Conference (GDC). For those of you who are reading my posts for the first time I’m Eitan, local Boston game nerd and developer. I used to be a grad student at MIT doing games research, and now I’m the founder and creative director of Fire Hose Games.

But enough about me, let’s talk about games! This year I’ll be doing two posts: Talking the Talk, and Walking the Walk. The first (today’s post) will be all about interesting talks, lectures, rants, and totally inappropriate outbursts heard at the conference. The next post will be all about the amazing developers I was lucky enough to meet who are making things happen. So let’s get started – what was awesome?

Usability, Motherfuckers!
Sure, it’s a little self serving to talk about your own session first, but it was a damn good talk and I want you to hear about it. A lot of people out there can’t play video games due to some sort of disability (this applies to computer systems in general). However, with a bit of extra thought and planning game developers can frequently make their titles work for many of these disabled groups, and in the process make their game more usable for everyone. This can even lead to increased sales, so spending money on making a game highly usable will often earn money! I covered a bunch of concrete tips for things that developers can do to make their games more usable, and pointed out examples of games that exemplify this behavior (like Half Life 2 and Peggle) and games that could do so much more (like Trespasser and Puzzle Quest). If this sounds interesting you can grab the slide deck here.

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GDC Slides Available

T-Rex is shocked to see Geordi LaForge! Also: They are both wondering why they were included in my talk. Curious? Grab the slides and see for yourself!

Yesterday I gave my talk to the GDC 2009 Serious Games crowd, and it went pretty well! I covered why we made AudiOdyssey and what we learned in the process, and then doled out some extra large scoops of take home tips for developers in the crowd. It seemed to go over pretty well, I only saw a few audience members fall asleep and I got some great feedback afterwards.

I’ve gotten a bunch of requests for my slides from the talk, so go ahead and grab ‘em!

Eitan’s GDC 2009 Talk on AudiOdyssey, Usability, and Accessibility

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