Gordon P. Baty on Digital Experience

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My professional opinion blog

The curse of the middling score

A game with an original premise, intriguing storytelling, artfully crafted visuals, an edgy atmosphere and OK controls recently came out: Cursed Mountain for the Wii. Unfortunately it has been consigned to the graveyard of the middling score.  That’s an ‘OK’ score – not bad, not great – and let’s face it most people looking at game reviews don’t usually get past the big number at the top, particularly if it’s not a high one. With this sort of take on games owning the dialog – there’s even a ‘rankings‘ website to average the scores – the equation is weighted heavily in favour of a few exceptional games (in the eyes of the critics at least) and leaves little room for the games that don’t make the highest mark.

I feel bad for the game developer who probably put a couple of years into making the game. More importantly though, I feel worse about all the people that would probably enjoy the game for it’s original premise, intriguing storytelling, artfully crafted visuals, and aren’t put off by the control scheme. We need to move on from the score as the be-all-end-all of game reviews.  Change up the way we talk about new games so that people can sift through the variety that’s out there and pick out the ones that are right for them on specific merits.

Filed under: revolutions, trends , , , , , , ,

It’s the era of the spatial UI

There’s a quiet user experience revolution going on, and although many people are aware of it on an ‘oh that’s neat’ level, I predict that we’ll see a snowball effect of user experiences in 3 dimensions.

The two big players that are bringing spatial UI into the mainstream are the iPhone and Wii.  Although iPhone is primarily a touch-driven device, anyone who has delved into the world of downloadable apps will find some very interesting uses of it’s spatial awareness features: Games that detect tiny changes in tilt angle for driving a car or balancing a pile of blocks, and apps that change to a different mode based on which way up you are holding it

You’re most likely already familiar with the Wii-mote and it’s spatial capabilities.  There are actually two features built into the Wii-mote: tilting (like the iPhone) and also pointing at the screen.  As you play through Wii games the controller takes on different modes – at one point you’ll be pointing at what to do next, then you’ll be tilting it to steer a vehicle, then waving it in ‘gestures’.  There’s been a deluge of sub-par games on the Wii since it became such a success, but look carefully and you’ll find games with highly innnovative interactions. 

Spatial UI has been beautifully brought together in the Siftables prototype, whereby small independent computers react to each other depending on each other’s roles and physical relationships.  Watch the presentation at TED and you’ll see it passes the ultimate test: It delights children. So this may not be a consumer device that people will run out and buy tomorrow, but the potential for UI innovation is fascinating.

Spatial experiences are going mainstream with 3D movies.After years sidelined at IMAX and amusement parks the 3D movie is back with a vengeance and it seems like every animated movie is now releasing in 3D. [update:] James Cameron in a recent Time article claims 2D is inherently harder for the brain to process, as opposed to 3 dimensions which the brain is designed to process.

So what’s next?  It’s hard to predict what will be a good spatial experience, how best to use the new technology and we’ll evidently need a period for people to just play with it and see what works and what doesn’t (there’s certainly been a fair share of both so far).  If you have the opportunity to build spatial awareness into your next product, I advise you to embrace it with fervour but also expect to prototype and go through a few iterations before you get it right.

Filed under: 3D, general, revolutions, trends, user interface , , , , , , , , , , , ,

Xbox 360 New Interface and Avatars

It seems like a fair time to revisit my previous post about the Xbox 360 digital facelift.

I started off by lamenting the work-in-progress nature of console interfaces these days.  Well generally the new Apple-style interface does seem an improvement over the very confusing ‘blades’ system, and the upgrade process was pleasantly fast and effortless.  Could they have fixed their previous interface without totally redesigning it?  I would say yes, but this isn’t so much about redesign…  

It’s immediately evident that the real objective for Microsoft is about introducing their avatars and opening up their marketing/sales opportunities for downloadable content. Most notably, while there are some usability improvements here, the amount of ads and sales channels are borderline irritating and introduce needless steps between turning on the console and playing a game.

Referring again to my previous post, I was concerned that Cover Flow wouldn’t work for the complexity of the menu options. I think I was half right there.  In addition to left-right navigation of the current menu, which is very pleasant and fits very well, they’ve added an up-down channel selection carousel which is rather less successful.  It’s definitely visually pleasing but I often find myself lost.

Comparing the avatars to the Miis on the Nintendo Wii, I’d say they made some mistakes:

Flexibility – Wii avatars allow for detailed customization (eg, choose exactly how far apart your eyebrows are) whereas the Xbox avatars are quite limited in their flexibility (I doubt we’ll see caricatures of famous people on Xbox)

Optional – Wii avatars are an option in many games and are found under a sub-section of the main menu, whereas Xbox avatars are forced upon you and shown front-and-centre whenever you start the console

Style – Although the Wii avatars have a cartoony cuteness about them, their high level of  simplification allows for a wide range of character styles to be made, whereas the Xbox avatars are firmly set in a cute, family-friendly style

Ulterior motive – there’s no doubt that the Xbox avatars are part of a plan to introduce monetized content (ie, pay for clothing upgrades)

Overall, I’ve no doubt that the target audience they are now aiming at will lap this up. The monetization and downloadable content features are also very impressive, if a little too geared towards Microsoft’s interests than the customer’s enjoyment.  One of the biggest factors in brand affinity is simply the question ‘is it me?’ and while they’ve given a new consumer segment good reasons to say Yes, I suspect there’s a large number of people from the established base who are a little doubtful in their answer now.

PS – I’ll save the usability horrors of the PS3 interface for another day – just so you know I’m not only about Microsoft-bashing

Filed under: 3D, folly, presentation, style, trends, user interface, user-centred , , , , , , , , , , ,

Web Without Words Reveals Clutter Overload Is Still Common

I just came across this site which is doing a very interesting experiment in web UX analysis:

Web Without Words

When I look at these block schematics of high profile websites I’m horrified at how cluttered and complex they are.  It reinforces the manifesto I’ve previously put forth: customer experiences should not be this complex and intricate. Yet it’s a design approach which is sadly still very common.

Filed under: folly, presentation, style, trends, user interface , , , , ,

Has Social Media Really Taken Over?

I’ve recently been reviewing recording artist websites for a couple of reasons (beyond just personal interest), and I’m struck by the struggles of different artists and websites to address community.  Commentators looking at the most successful online communities have proclaimed the victory of social media over ‘traditional’ websites, but from what I see there’s a handful of success stories and many more sites that are working really hard to build vibrant communities.  High activity and community shouldn’t be mistaken for the same thing either: Communities are self-supporting, self-managing, constructive groups, whereas there’s a lot of high traffic sites that have been named communities that don’t have those key attributes at all. Rather they are borne out of large numbers of people arriving for some other reason and giving voice (take all those comments on YouTube for example).  I’m not saying Social Media is a fad or about to be replaced by the next big thing – I do think it’s here to stay – but don’t expect it to replace media/sites that have served well in the past and will continue to.

Filed under: general, trends , , , ,