Laura Neal
02/11/2017
Question Pair No. 4:
A) Select one game of your interest. Explain whether it has good or bad game UI.
B) Discuss how technology augments human abilities. Reflect upon the implications of the future of H.C.I.
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Human Computer Interaction, or H.C.I, is simply how human beings interact with computers and vice versa. These studies are being conducted throughout universities and research centres in order to improve general computer use in all its forms, from laptops and desktops to heavy machinery in the workplace. In the case of using heavy machinery, Fitt’s Law is sometimes applied to make machinery safer. If a stop button has a larger surface area than a start button, the probability is that it will be easier to hit the stop button in an emergency. These investigations ultimately lead to such results as fewer workplace accidents, higher productivity and more accessibility for the disabled.
These experiments of course encompass gaming and heavily influence how the player feels about a game. If it is rendered hard-to-use computer-wise, it is not likely that the player will have fond memories looking back. There must be some form of technical connection between human and game in order for the game to succeed. Today, I will be discussing a game I have previously touched on: ‘Façade‘, (2005) which I am only revisiting because it is such a good example of how humans can and do interact with technology.
Although we are not discussing the overall gameplay of ‘Façade‘, it is a game far from perfect. Amongst other flaws, walls can sometimes be walked through and the two main characters have broken walking cycles. I mention these flaws because although the user interface is not ‘bad’, it is certainly built only for one purpose; interacting with Grace and Trip. The interface in question is a cursor at the bottom of the screen, into which the player can type any words they choose. There are no problems with this, as the cursor performs its function well. However, if the user chooses to type something Trip feels is inappropriate, he will walk over and personally remove the player from the flat before slamming the door in their face. The interesting part about this is that the player can either type something they know Trip will either like or dislike any point during the game. Some users have been found to evade or escape Trip when he chases after the them by walking through the wall. However, Trip can also sink through the wall in pursuit.
Ultimately, the user interface for ‘Façade‘ is only present so the player can communicate with the couple. As I have mentioned before, there is no clear objective. What is known is the situation of Grace and Trip’s turbulent and troubled relationship. All the player needs to do is witness what the two say and decide whether to make the situation better or worse. There are multiple endings, one of which resulting in the user being extracted from the apartment, another being either Grace or Trip leaving the apartment and thus ending their relationship or what could be considered the ‘preferred’ ending of the two asking the user politely to leave whilst they fix their broken marriage.