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Human-Computer
Interaction in Game
Development with
Python
Design and Develop a Game
Interface Using HCI Technologies
and Techniques
—
Joseph Thachil George
Meghna Joseph George
Human-Computer
Interaction in Game
Development with
Python
Design and Develop a Game
Interface Using HCI
Technologies and Techniques
iii
Table of Contents
iv
Table of Contents
v
Table of Contents
Game Programming���������������������������������������������������������������������������������������93
Game Testing�������������������������������������������������������������������������������������������������97
Software Development����������������������������������������������������������������������������������������97
Game Development Phases������������������������������������������������������������������������������101
Pre-Production Phase����������������������������������������������������������������������������������101
Outsourcing�������������������������������������������������������������������������������������������������103
Production Phase����������������������������������������������������������������������������������������104
Milestones: The Cornerstones of Development�������������������������������������������106
Post-Production Phase��������������������������������������������������������������������������������������107
Localization�������������������������������������������������������������������������������������������������������108
Fan Translation��������������������������������������������������������������������������������������������109
Summary����������������������������������������������������������������������������������������������������������110
vi
Table of Contents
vii
Table of Contents
viii
Table of Contents
ix
Table of Contents
Index�������������������������������������������������������������������������������������������������315
x
About the Authors
Joseph Thachil George is an IT security
engineer based in Germany. He also worked as
a technical consultant for International Game
Technology (IGT) in Italy. Joseph is currently
pursuing his PhD in computer science and
engineering at the University of Lisbon,
Portugal. He has an MS in cybersecurity from
the University of Florence, Italy. He is also part
of the DISIA research group at the University
of Florence, Italy, and the research group
(INESC-ID Lisbon) at the University of Lisbon, Portugal. His research
interests cover automatic exploit generation, exploitation of vulnerabilities,
chaining of vulnerabilities, security of web applications, and JavaScript
code exploits. At IGT, he has been a part of various projects related to game
configuration and integration in various platforms, specializing in Java and
Spring Boot–based projects. He has also worked for various companies in
India, Angola, Portugal, and the UK and has seven years of experience with
various IT companies.
xi
About the Authors
xii
About the Technical Reviewer
Deepak Jadhav is a game developer based
in Bonn, Germany. He received a B.S. in
computer technology and an M.S. in game
programming and project management.
Deepak has been involved in developing
games on multiple platforms, including
mobiles, consoles, and PCs. He has a strong
background in C# and C++, as well as years
of experience using Unity, Unreal Engine for
Game Development, augmented reality, mixed
reality, and virtual reality.
xiii
Introduction
The goal of this book is to boost your knowledge of human-computer
interaction (HCI) in the context of game production. In computer games,
interface design and development are critical. This book focuses on and
investigates human-computer interaction (HCI) design in computer
game interfaces in order to meet their collaborative and interactive
requirements.
We begin with a brief overview of HCI's essential concepts and
methods. Following that, we go into the fundamental concepts of gaming
interface design and technology. We also look at how to create a gaming
interface that is effective in terms of HCI, all using practical Python
examples.
We go through the primary concerns game developers and publishers,
as well as how various HCI approaches can help tackle these problems.
Additionally, we consider “playability” throughout the entire game
development process.
Gamification has a strong impact on human-computer interaction
based research these days, and we discuss gamification and its
applications, as well as how it improves human-computer interaction.
xv
Introduction
Source Code
All source code used in this book can be downloaded from github.com/
apress/hci-gamedev-python.
xvi
CHAPTER 1
Human-Computer
Interaction Tools
and Methodologies
The core concepts of human-computer interaction (HCI) and its tools
and methodologies are presented in this introductory chapter. We will
also explore how a computer’s interaction with a user/player is meant
to provide them with a unique new POV that allows them to connect
with the computer. We cover usability, interface patterns, and design for
user-computer interactions. Understanding these technologies is crucial
to creating effective games and web applications that utilize human-
computer interaction.
F undamentals of Human-Computer
Interaction
HCI’s main objective is to improve user-computer interactions by making
computers more responsive to the game player’s input. This is done
through the following three interfaces: the command line, the graphical
user interface, and a standardized user interface.
1
Norman D.: The Design of Everyday Things. Basic Books, 1998.
2
Chapter 1 Human-Computer Interaction Tools and Methodologies
3
Chapter 1 Human-Computer Interaction Tools and Methodologies
Digging Deeper
A fairly intuitive example is a game that consists of the numbers 1 to 9,
which are all initially available to each of the two players. The players play
one at a time. During each turn, the players choose one of the remaining
numbers (making it unavailable). If a player has three numbers whose sum
is 15, they win.
First you need to understand the problem. Both players share a
common goal, which is to win the game. There is also another objective: “If
at a certain point I can’t win, then I want to prevent the other player from
winning”. One possible strategy is to choose a number from the remaining
numbers that might prevent the other player from winning.
So the “background” activity is remembering the numbers that you
already chose, remembering the remaining numbers (and those taken by
4
Chapter 1 Human-Computer Interaction Tools and Methodologies
your opponent), and remembering whose turn it is. This game becomes
non-trivial. Suppose you need to design a user interface that makes it
easier to play this game. One solution is represented by the interface
shown in Figure 1-2.
Figure 1-2. Interface for the game that consists of a choice between
numbers to add up to 15
As you can see, it is clearly highlighted who has to play. It also shows
which numbers have been selected (in red) and which are available (in
green), as well as who has selected them. However, players still have to
understand which number to choose to prevent their opponent from
winning. There is a considerable cognitive distance between choosing
suitable actions and the user’s initial objective. An interface that limits this
cognitive load, and so is more usable, is shown in Figure 1-3.
The idea is that the players use a substantially different interface: A 3×3
matrix where one player can place Xs and the other Os. Assuming that the
matrix corresponds to numbering, as that indicated by the small matrix on
the left, the game becomes like the Tic Tac Toe (known in Italy as Three of a
Kind), whereby the aim of the players is to place three elements in a row or
5
Chapter 1 Human-Computer Interaction Tools and Methodologies
6
Chapter 1 Human-Computer Interaction Tools and Methodologies
7
Chapter 1 Human-Computer Interaction Tools and Methodologies
8
Chapter 1 Human-Computer Interaction Tools and Methodologies
9
Chapter 1 Human-Computer Interaction Tools and Methodologies
A
daption and Interfaces
The wealth of information technology allows for many uses of interactive
systems. User interfaces often have to know how to adapt to the context,
which can be considered from three points of view: those relating to the user,
the device, and the surrounding environment. As for the user, important
aspects are the objectives and related tasks, preferences, and the level of
knowledge of the application domain and the methods of interaction.
Regarding the device used for the interaction, it is important to
consider the supported modes, the amplitude and the screen resolution,
the capabilities, and the connection speed with other devices. Finally, the
environment has various aspects that can affect the interaction modes,
such as the level of noise and light, and objects that are available. User
interfaces have to adapt to these factors for better usability.
There are two types of adaptation. Adaptability can be the ability
to change aspects at the explicit request of the user in accordance with
predefined options, or it can be the ability of the system to dynamically
modify aspects without explicit user requests. While adaptability
essentially allows you to choose the methods of interaction with an
application from a predefined set, it implies that systems dynamically
change with respect to the context.
On the one hand, this implies greater flexibility, but on the other hand,
it means that new usability issues can arise if these changes occur in a
way that are not easily understood by the users. There are three types of
aspects that can be adapted: presentations (layouts, attributes, graphs,
etc.), dynamic behavior (navigation methods, enabling and disabling
the techniques of interaction, etc.), and the content of the information
provided. Figure 1-5 shows an example of an adaptable interface.
Depending on the type of user that’s visiting, different ways of accessing
the application are activated.
10
Chapter 1 Human-Computer Interaction Tools and Methodologies
11
Chapter 1 Human-Computer Interaction Tools and Methodologies
12
Chapter 1 Human-Computer Interaction Tools and Methodologies
I nterfaces of Multi-Device
One of the main issues currently impacting user interfaces is the
continuous introduction of new types of interactive devices: from
interactive digital wall-mounted telephones to PDAs, telephones UMTS,
2
Ciavarella C., Paternò F.: The design of a handheld, location-aware guide for
indoor environments. Personal and Ubiquitous Computing, Vol. 8, n. 2, p. 82-81,
Sprinter Verlag, May 2004.
13
Chapter 1 Human-Computer Interaction Tools and Methodologies
14
Chapter 1 Human-Computer Interaction Tools and Methodologies
For example, voice channels are best suited for short messages, to report
events and immediate actions, to avoid visual overload, and when users
are on the move. The visual channel is more useful for complex or long
messages, for identifying spatial relationships, and when actions need
to be performed in multiple, noisy environments or when users are
stationary.
When a system supports multiple modes (for example, graphical and
vocal interaction), the possible implementation techniques is wide. You
must consider different ways to combine the modalities: complementary
(both modalities are used synergistically to complement interaction),
assignment (a specific method is used to create a certain purpose),
redundancy (multiple modes are used to achieve the same effect), and
equivalence (users choose between multiple modes to achieve the same
effect).
This has been an introduction to the fascinating world of the human-
computer interaction, explaining its objectives and fundamental concepts
and showing application examples. It has witnessed a real explosion of
interest and has substantially evolved.
Evolutionary Trends
This evolution continues, driven by the evolution of interaction
technologies and the constantly changing user requirements. The
continued introduction of new interactive computer devices in our homes,
offices, cars, and places of commerce and tourism implies the need to
plan a pervasive usability that can guarantee satisfaction in the different
contexts of use. This opens up the possibility of creating migration services
in the future—interactive services that follow users in their movements
and adapt to the new devices available in these new environments. The
goal is to allow users to continue the interaction where they left off with the
device in the previous environment.
15
Chapter 1 Human-Computer Interaction Tools and Methodologies
Evaluation of Usability
The usability assessment can be carried out for different purposes. There
may be precise goals, such as wanting users to be able to perform a task
with a certain number of interactions or in a certain period of time.
There are various methods that are considered when evaluating
usability:
16
Chapter 1 Human-Computer Interaction Tools and Methodologies
17
Chapter 1 Human-Computer Interaction Tools and Methodologies
18
Chapter 1 Human-Computer Interaction Tools and Methodologies
19
Chapter 1 Human-Computer Interaction Tools and Methodologies
20
Chapter 1 Human-Computer Interaction Tools and Methodologies
21
Chapter 1 Human-Computer Interaction Tools and Methodologies
The menu.trees
22
Chapter 1 Human-Computer Interaction Tools and Methodologies
23
Chapter 1 Human-Computer Interaction Tools and Methodologies
24
Chapter 1 Human-Computer Interaction Tools and Methodologies
Delivery and upkeep are the fourth and fifth steps, as shown in
Figure 1-9.
25
Chapter 1 Human-Computer Interaction Tools and Methodologies
3
P. O’Brian Holt, “HCI tools, methods and information sources,” IEE Colloquium
on Usability Now, 1991, pp. 5/1-5/2.
26
Chapter 1 Human-Computer Interaction Tools and Methodologies
interface design, and there is no doubt that they play a substantial role in
achieving high usability. The variety of tools and approaches available, as
well as their varying intricacy and complexities, may provide a barrier in
terms of selection and use. However, there are now standards for selecting
and using these tools and procedures.
To have an effective HCI, you need to have effective eye-tracking
methodologies. Eye movements are considered a critical real-time input
channel for HCI, which really is especially significant for persons with
disabilities. By relying on the user’s vision, the suggested method aims
to provide an easy and practical interaction approach. The next section
discusses how eye tracking helps in HCI.
27
Chapter 1 Human-Computer Interaction Tools and Methodologies
User Control
We are often referred to be operating in the economic market, as you may
have heard. Interest, according to marketing methods like the AIDA model,
is the important first step in the process of purchasing a product. The
28
Chapter 1 Human-Computer Interaction Tools and Methodologies
activity is at the bottom of the funnel. This is the point at which we make a
commitment by buying a product or subscribing to a magazine.
Interest and desire are the phases between attention and action in the
AIDA paradigm (see Figure 1-10). This is when we look into it and decide
whether it’s what we really want. To put it another way, this is the point at
which the users make a decision.
Letting people make their own decisions means giving them control.
Allowing this sense of power, according to recent UX trends, seems to
be something we’ll see much more in the future. People have become
more aware of how their digital experiences affect them, and their (often
harmful) digital conduct is being called into question. Customers no
longer want to be controlled by their smartphones and digital services,
according to tools that limit screen time or include snooze functionality.
The problem with commerce is that getting people to take action
(this usually means purchasing a product) is clearly relevant to the
organization’s growth. Relevant stakeholders, unsurprisingly, want their
users to take action as soon as feasible. The issue is that if we aggressively
shrink the space between attention and action, we start to take away user
29
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