Title: FT228/3
1FT228/3
HCI Final Year Project
2Overview of Lecture
- How is HCI incorporated into a normal project?
- Discussion of Laoise Garveys thesis -
http//www.comp.dit.ie/dgordon/fyp/Thesis/lgarvey.
pdf - Award winning final year project 2005
- Investigation from a functional AND a usability
perspective
3Project Background
- Objectives of this project
- Development of games on mobile phone
- Implement wireless network technology
- Create Tanks, a mobile phone game
- Battle environment Two Player- using networking
technology - Platform game Single Player (One Player Game)
4Contextual Analysis
- Project Area
- History of Gaming in Mobile Phones
- Technologies researched
- Java 2 Micro Edition (J2ME) Development
- Bluetooth Development
-
- User Group -?
5Life Cycle Selection
- Water Fall Model
- Spiral Process
- Rational Unified Process
- Extreme programming
- No usability-focussed lifecycle considered
6Life Cycle Selection
- Time-Line for Project Waterfall Model
- Specification for One Player Game - Cyclic nature
of Spiral Model/Risk analysis - Specification for Two Player Game - Cyclic nature
of Spiral Model/Risk analysis - Object Orientated View Of Project Rational
Unified Process
7Requirements
- Specification for One Player Game
- Get through each level by destroying as many
enemies as possible - A player is set against a clock
- Each time a user is hit by an enemy, score count
increases - Once the game runs out, the game ends
8Requirements
- Specification for Two Player Game
- User to defeat opponent user
- Games will be downloaded onto both phones
- Bluetooth connection used between both phones -gt
both users tanks will appear on the other users
screen - If tank is hit by bullet, tanks position is
reset to original position - Wall obstacles placed in the users way to
obstruct the line of fire - Option of resetting game after game ends
9Design
- Tools used for design
- Use case diagrams
- Activity diagrams
- Class diagrams
10Activity Diagram
Select One Player Game
Initial screen displayed
User selects start game from menu
Game starts
User selects go
Time runs out
User selects exit
User selects pause
11Design
- Multiple cycles performed with each step reduce
significant remaining risks - One player Two Player
- Number of versions of game
- Earlier versions too complex to fulfil in
timeline - Features removed from earlier versions
- Inexperience also a factor
12Implementation
- After a number of design iterations
- One-Player Game classes created and methods
coded - Two-Player Game classes created and methods
coded
13Evaluation
- Black box testing
- Tests the functionality of the application
- Tester does not know the internal working of the
program - Example of testing performed on next slide
- Usability testing
- The author stated during the course of the
dissertation that usability testing was
performed. However, no record of it has been
provided
14Evaluation
Field Name Description of Test Actions Expected Result Actual Result
Select One Player Game Select the One Player Game option. Select the One Player Game option using the up/down Keys. Start the game by pressing the Launch button. Splash screen should appear for four seconds. The initial starting point of One Player game should then appear. Same as Expected Result
Select Two Player Game Select the Two Player Game option. Select the Two Player Game option using the up/down Keys. Start the game by pressing the Launch button. Splash screen should appear for four seconds. The initial starting point of Two Player game should then appear. Same as Expected Result
Test Sheet for Main Launch Screen of Game
15Importance of HCI
- Possible negative features noted by author
- Small screens, less room for display
- Keys are small and less easy to operate
- Sound capabilities may be extremely limited
16HCI Guidelines Used
- Guidelines set by Nokia
- When designing user interfaces (UIs) for mobile
phones, developers should be aware of the
following - 1. Target group Designers should have a clear
idea of their applications target users before
design and implementation begin. - 2. Early focus on users Contact the intended
users to make sure their requirements are being
fulfilled. - 3. Applications should be simple and not
uncomfortable to use. - 4. Early and constant user testing Early
testing is essential so that problems can be fed
back into the development cycle as soon as
possible. - 5. Integrated design All aspects of usability
including UI, help system, documentation should
evolve concurrently, rather than sequentially.
17HCI Guidelines Used
- Nielsens Usability Principles
- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency and standards
- Help users recognize, diagnose and recover from
errors - Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help and documentation
18How were the guidelines used?
- Guidelines set by Nokia
- The game is simplistic to use
- Testing was done throughout the development of
the game - Potential users have offered their opinion
throughout the development of the game - Nielsens usability principles
- The system uses non-technical language
- Exit game option is clearly marked
- The system is built with minimalist design with
no irrelevant information visible - An about option is accessible to users at all
times throughout the game which will inform users
on how to play the game
19Game Run-through
Splash Screen for Tanks game
20One-Player Game
One Player Game running on Mobile Phone Emulator
21One-Player Game
Game View 2D side scrolling game view.
Controls To move Right Phone key 6
To move Left Phone key 4
Tank Shoot Phone key 5 or up key
Users Character Tank Tank lifespan The game lasts for one minute
Depending on how many obstacles the tank manages to shoot in the game time the score of the tank is increased.
Obstacles 3 Types Soldier
Enemy Tank
22Two Player Game
Opening Bluetooth Server Connection
Opening Bluetooth Client Connection
23Two Player Game
Creating a Server connection on Nokia phone
Creating a Client connection on Nokia phone
24Two Player Game
Server phone creates with no difficulty, Client
phone doesn't show tanks
25Two Player Game
Game View 2D top down game view.
Controls To move Left Phone key 6
To move Right Phone key 4
To move Up Phone key 2
To move Down Phone key 8
Fire Tank Artillery Phone key 5
Users Character Tank Tank lifespan 3
Obstacles Walls blocking direct line of fire.
26Future Work
- Game development is only limited to the
technology it is run on - Improvements to processing power, available
memory, screen size and screen resolution - 3D game development
- Tanks
- Map layouts for each level
- Sound files
- Any other suggestions?
27Other Comments
- Ubiquitous computing ..
- What evaluation tools could have been used in
this project?
28Reference
- Garvey, L. (2005) A Mobile Phone Networking
Application