⭐⭐⭐⭐⭐ "You make game tools. You want to get better at it. This book will make you better at it. You'll see your software and your processes in a whole new light. Buy it, expense it, read it, give it to your coworkers."
Eric Carter
⭐⭐⭐⭐⭐ "Great summary of every mainstream UX book you could be reading. It's definitely a must read if you're interested in UX."
NeoTeNu
⭐⭐⭐⭐⭐ "We regularly reference the information in this book at our studio. It has been an excellent resource for helping developers without a UX background understand how to integrate UX practices into their work."
LTD
⭐⭐⭐⭐⭐ "A really nice introduction to an area that is often overlooked by game developers. David Lightbown outlines why he believes the industry needs to improve the user experience of its tools, with some convincing arguments on why it would be beneficial. He also provides a solid introduction to User Centered Design, equipping novices with a process and a variety of approaches to solving specific problems. Definitely recommended for those with an interest in this niche topic."
Jonathon
⭐⭐⭐⭐⭐ "Awesome book, loved it."
Mattd1980
Thank you to UI Review for this review of the first edition.
Notes (Second Edition)
Introduction
The Xerox Palo Alto Research Center, more commonly known as Xerox PARC, would play a huge role in driving the field of human–computer interaction forward. Michael A. Hiltzik’s Dealers of Lightning offers a fantastic history of Xerox PARC, the people involved in its rise and fall, and all of the companies that they would go on to influence, including Adobe, Microsoft,Pixar, and Apple.
In fact, Jeff knows a thing or two about the mind. In addition to being a brilliant innovator, Jeff also has a deep understanding of the brain. In 2004, he wrote a book about how we think, titled On Intelligence. Knowing how the brain works is useful when you are designing for people.
The book Effective UI by Anderson, McRee, Wilson, et al. uses a very similar graph to compare the slow iteration of the waterfall process versus the fast iteration of Agile.
At least, different if you live in North America, which is why the scenario takesplace in California. Specifically, light switch behavior can vary in different parts of the world. This is why it’s important to know what is familiar for your users!
Malcolm Gladwell discusses this effect, known as the inverted U‑curve, in his book David & Goliath: Underdogs, Misfits, and the Art of Battling Giants.
This is similar to the approach that Tim Sweeney described at Epic for the development of Unreal in Insert A, It’s Always The Tools That Kill People.
Note that if these people are working on an unannounced game, you may need to sign an NDA to watch them work. Alternatively, you can ask them to work with assets unrelated to the game.
The action cycle is part of the field of action research, pioneered in the 1940s by Kurt Lewin, a professor at MIT. According to Lewin, humans constantly iterate through three phases when performing actions: planning, acting, and evaluating the results. More recently, Don Norman proposed a “Human Action Cycle” more geared toward human–computer interaction, which features three very similar phases: goal forming, execution, and evaluation.
When the shape of an object suggests how you should interact with it, this is called “Affordance,” which you can read more about here: http://en.wikipedia.org/wiki/Affordance.
In the example that follows, the design techniques of hierarchy, progressive disclosure, representation, grouping, feed‑forward, constraints, and excise are being applied. We will learn more about them in Chapter 5.
And we know how important customization is from Insert D: One Size Does Not Fit All.
We will go deeper into understanding learning curves—and forgetting curves—in Insert F: Consistency versus Innovation.
If there are a lot of users, we can use telemetry to identify the people who use it more frequently. Those people are likely to provide us with the most feedback. Also, improvements to the tool will have a greater impact on them. See Insert I: Telemetry: A Game Changer for Game Development Tools for more details.
For even more information on writing scenarios, see Chapter 4 of the book About Face 4 by Cooper, Reinmann, Cronin, and Noessel.
See Insert I: Telemetry: A Game Changer for Game Development Tools section for more.
For more on the importance of considering the time that the user spends learning a tool, see Insert F: Consistency versus Innovation.
Insert E
You may have seen images similar to Figure E.2 with the labels “Design versus UX” or “UI versus
UX”. While there is some debate about using these labels, the main message is clear: No matter
how confident you are in your design, you simply cannot know how people are using it unless you
watch them.
Don’t forget truth about the “faster horse” quote from Chapter 3. In fact, the Benz Patent Motorwagen – created by Karl Benz and considered to be the first automobile – was an evolution of the powered bicycle, a perfect example of the iterative MVP process. Read more here: https://en.wikipedia.org/wiki/Carl_Benz.
When Autodesk Maya replaced their interface system with Qt in 2010, they didn’t change the overall layout of Maya. All of the major elements were in the same place. This allowed the development team to benefit from a better interface system while allowing the users to keep using the familiar tool that they know.
You can read the manifesto here: https://agilemanifesto.org/, including the “Principles behind te Agile Manifesto” which explains the reasoning behind the four pillars and echoes the advice written here.
In some ways, Apple’s keynote presentations—watched by millions of people all over the world—are a training session on how to use their products. This can have a huge impact on the perception of how easy to learn their products are!
A concept which they all borrowed from the book A Pattern Language!
Furthermore, when it comes to memorability—the ability to remember how to use the tool after not having used it for a while—users tend to remember the general location of a control first (left side, right side, or middle of the toolbar), followed by the label and/or icon associated with that control.
If the user needs hundreds of cells in a table, maybe Microsoft Word is not the right tool, and they should be using a tool that does one thing (spreadsheets) really well: Microsoft Excel.
Note the term “percent-done progress indicators”—at the time, progress bars did not exist as we know them now. You can find the paper here: http://dl.acm.org/citation.cfm?id=317459.
One of the first uses of the term feed-forward in the context of user experience design comes from Tom Djajadiningrat, in his paper “But How, Donald, Tell Us How.” If you have access to the ACM Digital Library, you can read the article here: http://dl.acm.org/citation.cfm?id=778752.
While the number of options on the menu is limited to eight, commands can be chained together. However, that technique is geared more toward expert users.
We will learn a bit more about the pros and cons of marking menus in Insert F: Consistency versus Innovation.
And we learned how important customization is in Insert D: One Size Does Not Fit All!
We saw marking menus – otherwise known as pie menus – in Chapter 5. They were actually first conceived around 1994 by Gordon Kurtenbach while studying with Bill Buxton at the University of Toronto (which we also learned about in Chapter 5). It’s no surprise that they later appeared in Alias PowerAnimator and Autodesk Maya, two tools that Bill later worked on at Alias and Autodesk. Learn more here: https://www.billbuxton.com/MMUserLearn.html.
This may be why the marking menus in Maya and pie menus in Blender are an optional accelerator and are not required to access all of the menus and commands.
Watching Jensen Harris’s presentation on the creation of the ribbon is a must for all tools designers. Learn more here: https://jensenharris.com/home/ribbon.
There are some AI assistants that can automatically do this from your notes. However, you should always double check the results to ensure that they are accurate and that nothing was skipped or misinterpreted.
Here are direct links to the Works Cited and Recommended Reading section from the book.
Alexander, Christopher, Sara Ishikawa, and Murray Silverstein. A Pattern Language: Towns, Buildings, Construction. New York: Oxford University Press, 1977.
Anderson, Jonathan, John McRee, Robb Wilson, et al. Effective UI. Beijing: O’Reilly, 2010.
Buxton, William. Sketching User Experiences: Getting the Design Right and the Right Design. Amsterdam: Elsevier/Morgan Kaufmann, 2007.
Chabris, Christopher F., and Daniel J. Simons. “Cognitive and Neuropsychological Mechanisms of Expertise: Studies with Chess Masters.” https://chabris.com/Chabris1999d.pdf
Cooper, Alan. The Inmates Are Running the Asylum. Indianapolis, IN: Sams, 1999.
Cooper, Alan, Robert Reimann, and Dave Cronin. About Face 3: The Essentials of Interaction Design. 3rd ed. Indianapolis, IN: Wiley Pub., 2007.
Gamma, Erich, Richard Helm, Ralph Johnson, and John Vlissides. Design Patterns: Elements of Reusable Object-Oriented Software. Upper Saddle River, NJ: Addison-Wesley, 1995.
Gladwell, Malcolm. David and Goliath: Underdogs, Misfits, and the Art of Battling Giants. New York: Little Brown & Company, 2013.
Gothelf, Jeff, and Josh Seiden. Lean UX: Applying Lean Principles to Improve User Experience. Sebastopol, CA: O’Reilly Media, 2013.
Hawkins, Jeff, and Sandra Blakeslee. On Intelligence. New York: Times Books, 2004.
Hiltzik, Michael A. Dealers of Lightning: Xerox PARC and the Dawn of the Computer Age. New York: HarperBusiness, 1999.
Jacko, Julie A., ed. The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Boca Raton, FL: CRC Press, 2012.
Johnson, Jeff. Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2010.
Krug, Steve. Don’t Make Me Think!: A Common Sense Approach to Web Usability. 2nd ed. Berkeley, CA: New Riders Pub., 2006.
Norman, Donald A. The Design of Everyday Things. New York: Basic Books, 1988.
Portigal, Steve. Interviewing Users: How to Uncover Compelling Insights. Brooklyn, NY: Rosenfeld Media, 2013.
Raskin, Jef. “Intuitive Equals Familiar.” Communications of the ACM 37, no. 9, September 1994: 17–18.
Rose, Todd. The End of Average: How We Succeed in a World That Values Sameness. New York: HarperOne, 2016.
Saffer, Dan. Designing for Interaction: Creating Innovative Applications and Devices. 2nd ed. Berkeley, CA: New Riders, 2010.
Sanders, Elizabeth B.-N. “Converging Perspectives: Product Development Research for the 1990s.” Design Management Journal (Former Series) 3, no. 4, 1992: 49–54.
Suchman, Lucille Alice. Human–Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge University Press, 2007.
Wiedenbeck, Susan. “The Use of Icons and Labels in an End-User Application Program: An Empirical Study of Learning and Retention.” Behaviour & Information Technology 18, no. 2 (1999): 68-82. https://www.tandfonline.com/doi/abs/10.1080/014492999119129
Weinschenk, Susan. 100 Things Every Designer Needs to Know about People. Berkeley, CA: New Riders, 2011.