TV App Design 10 to learn from the game interface design

Source: Internet
Author: User

The design of TV app is relatively a new field, what are the areas for us to learn from?

The game main interface has 2 kinds of forms, full screen and window, full-screen exclusive game main interface was once the only form, but also the focus of the player's game, other modules in the game, such as personal information, items, maps, announcements, skills, etc., in a fixed position to suspend the way, occupy the corner of the screen, And these modules can be narrowed and hidden, and notifications that need to be processed in a timely manner, as well as modules that require complex operations, such as the transaction of items, upgrades of skills, etc., appear as pop-up windows that typically occupy less than 1/3 of the screen and can be closed immediately.

The familiar TV is the same, the painting and other things, although fresh, but the use of less scenes, the use of low frequency, users in the use of TV, is also the exclusive full screen, while the TV, channel number, subtitles, scrolling ads, etc., is usually in the TV screen corner, in the TV itself settings, The channel number can also be hidden; on the other hand, because the content provider--the profit model of the TV station, these rolling ads can not be hidden or shrunk, even the users need to endure their TV full screen, are occupied by advertising, of course, the user may also choose-change channels.

Unlike TV, computer apps are inherently not exclusively full-screen, it's designed for multitasking, while mobile phones and pad apps are inherently exclusive, but unlike TV apps, their screens are much smaller, and when the home TV screen starts to grow to 40 inches or more, 3.5-inch, 7-inch, 10-inch mobile screen and pad screen, is about the relationship between football and eggs. And relatively speaking, the game on the computer, TV, has had at least more than 10 years of experience, whether it was the "legend", or the former small overlord game machine, or Wii or X-box 360, in the large screen exclusive interface design, obviously the game more experience, so, TV app design, personal view, Can learn more about the experience of game interface design.

Experience One: Maximize the game's main interface

For the player, when they play, the attention of the center of gravity in the background of the screen, that is, the game content itself, they are continuous, dynamic flow, and such as personal information, items and other game components, although the foreground of the interface, but is intermittent, can be hidden, auxiliary; Game screen style to a large extent affect the player's game selection, and the game picture style is largely by the game main interface background--the game content decides; for TV apps, it should also have the characteristics of the game's main interface background: Full screen, dynamic, continuous, and these features, Is exactly the characteristic of the TV content.

Experience II: Global,context and customizable of operational area content

In different scenes of the game, these are not the same things that are in the foreground of the game's main interface, such as when a player wanders in a game or fights in a game, the information he wants to see is not the same as what he wants to do, for example, when lounging, the social part can be a little wider ( Usually in the lower left corner of the screen and the player's role in the top of the game, and in combat, the player's combat status related information is more important, then social content should be automatic and do not disturb the main, otherwise the player should be dozens.

In addition, as mentioned above, and as shown in the figure "World of Warcraft", these game components should be customizable in terms of content, display area, and display size to maximize its "ancillary" value.

In the design of the TV app, our expectation of the use of TV app users is still "immersion" (also "flow"), in the game, through the game plot, the relationship between the role of the game, the relationship between the role and scene, game role and the relationship between the game NPC, etc., to achieve the user "immersed"; And in the TV app, especially in the electric business TV app, the user is certainly not immersed in the maze of navigation, robot-like search, but the relationship between users and goods, user relations and so on, which also determines our information architecture, our home,category, Search,product Detail, Shopping cart,check out and so on, their content, structure and relationship to break up the regroup, and must clarify their "auxiliary" position.

Experience Three: Icon-type operation

Graphics is an obvious trend, not just the game, but the graphics of the game more thoroughly, for the big screen TV app, this needless to say.

Experience Four: Split-screen display (without full screen sliding up and down)

This is the experience gained from the game, but it doesn't match the use of Google search and web browsing on TV (though it doesn't know how many people are using it on TV), and some of the content slides up and down (note: Not all of it) is acceptable, such as the global/of some TV apps The context menu is designed to slide from the bottom through some operation of the five-direction key on the remote control. Personally, the bottom of the screen in a similar way to render some of the operational content, with the game can be hidden items and bulletin board, and so is the same, in addition, as shown in the following figure, the app bar (foreground) and the main content (background) of the relationship can also be optimized, the integration of the two parts of the content looks very blunt.

Experience Five: Define shortcut keys and show them in a visible way

The game is designed for ordinary users and is designed for beginners and experts, because of this, the game's settings have a bunch of shortcuts and most of these shortcuts can be customized, those game experts, in addition to the physiological functions such as agility, more practice is perfect (limited to the dance group, such as casual games) For TV apps, the advantage of defining shortcuts and showing them in a visible way is that it combines novice, generic, and expert users, and on the other hand, reduces the complexity of keyboard/remote operations.

Experience Six: 2D vs. 3D

The development of the game is from text to image, from 2D to the three-dimensional, I believe that software, hardware development is subject to this rule, and service, and due to the TV's own large screen advantages, as well as the advent of 3D TV, and believe that will gradually become popular, 3D TV app is believed to be the mainstream, And the game field in the 3D engine technology leading use, decided that the game in the 3D interface design field has more experience for us to learn from, for example, "World of Warcraft" How to attract so many Chinese female players, to overcome the 3D direction of disorientation and vertigo, so that they like the male players, Can enjoy the game very well.

Experience Seven: Use a map to navigate

The information architecture of the game is also complex, but in the game design, the map is used in a graphical way to achieve the purpose of navigation, and in the web, we see what is the site navigation? Mostly a bunch of tree-shaped structures. In TV app design, we can also learn from the game of this kind of navigation, graphical way to achieve the purpose of navigation, of course, the map is only a form.

Experience Eight: Multiple accounts, multiple roles, multiple relationships

For a game, a player usually has a major role, many small, multiple auxiliary roles, and for a game role, there are many different relationships, such as friends, apprentices, couples, gangs, countries, hosts and pets, etc., in the game, the role of the game is more a public role, And the game is also for public, for the purpose of social design, and on the Web, before SNS appeared, we see more accounts are very personal, they rarely to deal with these account relationship. On the other hand, for mobile, for pad, more time is also a very personal, very private device, and TV, it is to serve the home and family, it also needs to deal with different roles, different relationships, which also determines that TV The design of the app needs to learn from the game design, drawing on their experience in dealing with multiple accounts, multiple roles, and multiple relationships.

Experience Nine: Concise text

It goes without saying that on the web, on the mobile and pad, we might see Mansi text, which is especially good for reading scenes, but on TV, if you see Mansi text, it's definitely a disaster, and jobs-style presentation is popular for the public, and one reason is because It's concise; TV app design to achieve the effect of concise text, need to learn from, not just jobs-style presentation, because whether it is PPT, or keynote, although the speaker tried to turn presentation into one or a succession of stories, But it depends on the speaker's own efforts, but from the PPT and keynote itself, although it can be played automatically, but it is still discontinuous, even static, and relatively speaking, game design in this area more experience, we can learn how it in limited space, showing different types of, A wide variety of information.

Experience: The use of fonts, font size, color design to represent information architecture

Still take the above "World of Warcraft" figure as an example, or the above "bubble Warrior" diagram, we can see that they use the font, size, color design, different types of information are differentiated. On the web, due to the technology, compatibility and other reasons, the font, font size, color design and so on relatively few applications, so we browse the site, see is often a tedious song, black Word, but in the TV app field, because of the nature of the app itself, we on the font, font size, The color of the design has more autonomy, can be more in the above, then, as the pioneer of this aspect of the game design, of course, we can learn from.

Author: Hui Hui

Article Source: The UX world of Huizhou emblem

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