Hi, We are group 28 and we have...
Road fighter is a 2D car game which we recreated using HCI principles.
Our newly redesigned 2D racing game aims to deliver an engaging, immersive, and user-friendly gaming
experience. We have re-designed the previous basic web-based car game, which had limited features, with a
more comprehensive and interactive game that caters to different players' preferences and styles.
Our design process focused on redesigning the previous game with the user in mind, adhering to over 20
design principles, including principles related to usability, accessibility, and visual design. We have also
conducted a heuristic evaluation of the system using a set of heuristics med at improving usability and user
experience.
In the following sections, we will provide a navigational map of the system, a detailed list of the design
principles we used, a final analytical (heuristic) evaluation of the system, and our recommendations for how
the system can be improved.
Key features:
Improved User Experience: The new game offers a number of options that allow players to customise and immerse themselves in the experience, such as controlling in-game music and sound effects, enabling/disabling animations, changing resolution, and muting volume.
Interesting Maps: With ten different maps, players can choose from a range of racing settings, which keeps the gameplay interesting and fun.
Diverse Vehicle Options: Players have a choice of five different vehicle types, each with their own special features, making for a more individualised and interesting driving experience.
Customizable Enemy Cars: Players can choose the quantity, kind, and colour of enemy cars in the game, which adds another level of strategy and difficulty.
Single and Dual Player Modes For more excitement, players can play the game in single-player mode or in dual-player mode with a buddy.
Users have the opportunity to select their starting positions, which gives the game play an additional layer of strategy.
Multiplayer Customization For a distinctive and competitive gaming experience in multiplayer mode, players can choose their starting places and modify their cars.
In-Game Mechanics: The game shows player rankings and vehicle damage while it is being played, giving players important feedback and increasing their level of involvement.
Realistic Damage System: The game's damage is not just superficial; it also impacts how well the cars perform, which gives the gameplay an extra depth of realism and strategy.
Power-ups: Players can choose from four different kinds of power-ups to improve their gaming experience and add an extra layer of strategy.
Control Options: Players have the option of using the arrow keys or the WASD keys to operate the game, depending on their preferences.
Redesigned Dashboard and UI: The game's dashboard and user interface have been updated to provide a more aesthetically pleasing and user-friendly experience.
Consistent Animations: The use of appropriate animations has made for a smoother and more pleasant gaming experience.
Consistent Animations: The use of appropriate animations makes for a better and more pleasurable gaming experience.
Player rankings at the conclusion of each race: This feature adds a competitive aspect and enables players to monitor their advancement.
Resolution Flexibility: By giving players with older devices the opportunity to change the window resolution, the game is made available to a larger audience.
In-Game Maps :
Select any map for closer look
In-Game Cars :
In-game boosts:
Hover over image for description
The principle of system status visibility is essential for enhancing user satisfaction and enabling a fluid, captivating, and immersive gaming experience. It guarantees that players are constantly conscious of their advancement, the state of the game, and the effects of their choices. To guarantee a seamless, captivating, and immersive gameplay experience, the new game must adhere to the design principle of visibility in HCI. The game adheres to this concept in several ways, including in-game mechanics that display ranking and damage, appropriate animations, player rankings end screen, a settings button, and customization choices. To improve the user experience, these features offer real-time feedback, distinct visual cues, and simple customization choices. With the addition of these features, the new game vastly outperforms its predecessor and boosts user experience all around. By giving players access to the information they need to make wise choices and improve the gameplay experience, the principle of system status visibility is essential to this improvement.
The design principle of feedback in HCI is vital for creating engaging, user-friendly, and satisfying experiences. Users can comprehend the effects of their activities and modify their strategies as necessary. Feedback is especially important in game design because it informs players about their performance, progress, and the general health of the game. This game's mechanics, which display player rankings and damage, proper animations, a leaderboard at the conclusion, sound effects and music, customization options, and control preferences all adhere to this concept. The user experience is improved by these features, which offer real-time, precise, and varied feedback methods. The position feedback informs the user about their present location in the game, allowing them to adjust their strategy, while the score provides immediate feedback on the users' performance, indicating their degree of success or failure. The user is informed of the results of their activities through outcome feedback, such as whether they have finished a lap or won the game. The new game vastly improves upon the previous one and improves user experience generally by incorporating efficient and timely feedback mechanisms. In order to create an engaging and satisfying gaming experience that increases user engagement and satisfaction, the design principle of feedback in HCI is crucial.
In user interface design, constraints allude to purposeful limitations or restrictions incorporated into the system to direct user actions and behaviour. These limitations are crucial in assisting users in comprehending the system's guidelines and restrictions, encouraging strategic thinking and original problem-solving. In order to design engaging, convenient, and tactically difficult gameplay experiences, the new game heavily relies on the design principle of constraints in HCI. This concept is followed by the game's car customization, map customization, enemy car customization, single and multiplayer modes, power-ups, and start position customization. Due to these limitations, users must plan ahead and choose their racing strategy wisely. The new game encourages players to use strategy and make knowledgeable choices regarding their gameplay by incorporating well-designed constraints, creating a more gratifying and immersive gaming experience. Effective limits can improve users' problem-solving abilities and make gaming more difficult and interesting.
The connection between user actions and system responses is the mapping principle of design in human-computer interaction. It's essential for designing an intuitive and accessible game interface that makes it simple for players to comprehend and play the game. A number of features in the new game, including the control scheme, the choice of vehicle and map, the redesign of the dashboard and user interface, and the visual feedback, serve as examples of mapping. The game offers players a familiar and simple control system by letting them choose between using the arrow keys or the WASD keys to drive the cars. Users can make well-informed judgements about their choices thanks to the uniform and transparent visual presentation of the options for choosing a car, a map, and an enemy car, as well as the mapping between these choices and the gameplay. The game's redesigned dashboard and user interface (UI) have improved the mapping of each element's purpose and function with a clear and uniform navigational structure, well-labeled pages, and buttons.
To guarantee a seamless and satisfying experience, the design principle of consistency is applied in a number of different ways. As a result of the game's use of visual, functional, terminology, feedback, and navigation consistency, users are better able to create mental models of how the system functions, which lowers the learning curve and improves usability. Color schemes, typography, iconography, and button styles are all kept consistent throughout the game, which gives it a unified aesthetic and makes it aesthetically appealing and simple to navigate. By offering comparable actions or tasks using the same controls and mechanisms, functional consistency is guaranteed. In addition, the game consistently provides feedback regarding ranking, car damage, and power-up impacts. While maintaining consistency in navigation across pages and menus, which enables players to access different settings and options quickly and easily, the consistent feedback assists players in understanding the effects of their actions and enabling them to make informed decisions during gameplay.
The visual or physical characteristics of an object that indicate its potential uses or actions are known as affordances in user interface design. These attributes can help users understand what kinds of interactions are possible. The car and map selection screens provide visual representations to help players predict obstacles and features, and the game uses clear and recognizable icons and buttons to indicate their respective functions. Additionally, the game offers a variety of control methods and includes various power-ups with distinctive visual representations that clearly convey their functions. A visual representation of the vehicle's current state is provided by in-game mechanics that display car damage, letting players know how it will affect their performance. These features produce a clear and user-friendly interface that encourages greater game involvement and enjoyment.
A user interface's visual organization and structure depend heavily on the alignment principle of design in human-computer interaction (HCI). According to this principle, elements should be positioned and arranged consistently and orderly to give the interface a feeling of harmony and order that makes it simple for users to use and comprehend. We incorporated alignment in our redesigned racing game's various components, including buttons, menu items, text, images, and in-game objects like ranking displays and damage indicators. We have developed a visually appealing and user-friendly gaming experience that enables players to quickly navigate and interact with the interface by guaranteeing consistent alignment. This design concept benefits players by making the gaming experience more polished and enjoyable.
In order to reduce cognitive load and enhance user experience, progressive disclosure is a design concept that is used to gradually present information and options to users. Progressive disclosure has been used in our redesigned racing game to gradually introduce game features and intricacy. A dedicated Settings menu, a clear and organized map and vehicle selection, the gradual introduction of game mechanics, and the display of the results screen after the race are a few examples. By utilizing progressive disclosure, we were able to develop a more user-friendly and entertaining gaming environment that catered to players with different levels of familiarity and skill. This helped to clear up any confusion and enhanced the overall gaming experience for all players.
The design principle of accessibility in game design refers to making the game easy to use and enjoyable for users with varying abilities. Accessibility is an essential consideration in the design of our 2D racing game. The game's interface has been developed with features that cater to a diverse range of players with different abilities, preferences, and needs. These features include customizable controls, clear and legible text, adjustable audio settings, color customization, alternative visual indicators, a simplified gameplay option, and scalable resolution. These features provide flexibility and customization for players with different input preferences or physical limitations, visual or hearing impairments, cognitive disabilities, or older devices. The implementation of these accessibility features promotes a more inclusive and satisfying gaming experience, reducing frustration and increasing enjoyment for all players, regardless of their abilities or limitations.
Designing the game to fit within the context of the user's expectations and preferences for a particular style of game is referred to as the design principle of context in game design. This is accomplished by including options and features that are pertinent to and anticipated by players of this type of game. Game designers may carry out user testing and market study to enhance context. The goal is to improve user happiness, retention, and differentiation of the game in a crowded market by developing a more engaging and gratifying gaming experience that caters to the needs and wants of the target audience. The game is made with features and settings that are appropriate for users' standards within the framework of an 2D car racing game, such as the in-game car mechanics and the various customization options provided in the redesign of our game.
Applying Fitts’s Law to the creation of 2D racing games can make them more user-friendly and productive. To minimize the time and effort needed for players to interact with the game, interactive components like buttons, menus, and power-ups must be sized and positioned as efficiently as possible. We have minimized the distance players must move their pointer between choices, reducing the time and effort required for players to navigate the menu system by designing larger buttons and grouping related options together. Additionally, in order to suit different user preferences and enhance the player's ability to control their vehicle quickly and precisely while playing, we have provided alternate control schemes like arrow keys and WASD keys.
By enabling users to transfer their knowledge and skills from one context or system to another, the design principle of transfer in human-computer interaction seeks to improve the user experience's efficiency and intuitiveness. This idea has been applied to the redesigned racing game in order to make it more approachable and enjoyable for players of all ability levels. This has been done by incorporating recognizable controls, common icons, consistent menu structures, common game features, and intuitive UI design. The game's mechanics and interface are made to be more understandable by drawing on players' prior experiences and knowledge, which eventually increases user engagement and satisfaction.
The human-computer interaction (HCI) design concept of representations emphasizes how information and functionality are visually displayed and represented to users. Users can swiftly and accurately comprehend the system, its features, and the possible actions they can take thanks to effective representations. The creation of user interfaces that are engaging and satisfying to users requires the use of representations in order to make them simple, effective, and beautiful. By presenting information and interface elements in a straightforward, well-organized, and aesthetically pleasing way, the application of the principle of representations can greatly improve the user experience in the context of the new 2D racing game. Clear icons and labels, a visual order, a visual language that is uniform, contextual representations, dynamic information representation, animation and visual feedback, and responsive design are a few examples of how this principle has been applied in the redesign of the game.
The human-computer interaction (HCI) principle of control emphasizes the significance of granting users the ability to initiate, modify, and terminate activities within a system. Making interfaces that are simple to use, effective, and enjoyable while also adjusting to the preferences and requirements of specific users is a crucial component of usability. Implementing the principle of control ensures that players have autonomy and customization options, allowing them to adapt the game to their tastes and skill levels in the context. The design of the game allows players to customise the settings, the map, the car, the opponent, the start location, the multiplayer option, the control scheme, the real-time feedback and adjustments, and the availability of power-ups. Players have complete control over creating a custom gaming experience that matches their tastes thanks to all of these design elements. Giving users authority promotes empowerment, engagement, and satisfaction, which, in turn, makes gaming more enjoyable and immersive for all participants.
Gestalt design principles can improve the entire gaming experience in the context of the redesigned racing game by making the interface more user-friendly, intuitive, and visually pleasing. While common fate is demonstrated by creating consistent animations and transitions for similar elements (such as car movement, power-up activation), proximity is achieved by grouping related options and controls together close together in the game's settings menu so that players can quickly identify the functions and navigate the menu more efficiently.
Metaphors are a significant design principle that makes use of users' prior knowledge and experiences to make displays more understandable and comfortable. Designers use visual, auditory, or conceptual metaphors to depict abstract or complicated digital capabilities. Using well-known car images to symbolize car selection and well-known sound effects to create an authentic racing environment are just a couple of metaphors that have been used in the design of our game. By incorporating metaphors, the game has been made more approachable and enjoyable for a variety of players by lowering the learning curve and cognitive burden.
The causality design principle emphasizes the significance of immediate and obvious cause-and-effect connections between user activities and system responses. Causality can increase user happiness, lower error rates, and lessen confusion by delivering feedback that is predictable, dependable, and quick. The redesigned racing game incorporates causality in a number of ways, including by giving players immediate feedback on car damage, power-up effects, and player rankings as well as by demonstrating obvious cause-and-effect connections between control schemes and car movements. The effect of collisions, acceleration, and sharp turns have all been indicated by audio cues, thus making the whole game more immersing.
Familiarity is a design principle in human-computer interaction (HCI) that helps users understand and navigate a system by using familiar concepts, interfaces, and interaction techniques. Designers can produce more intuitive and user-friendly products, lower the learning curve, and improve overall user happiness by drawing on users' prior knowledge and experiences. The concept of familiarity has been used in the redesigned racing game in a variety of ways, including by giving players familiar control schemes in the form of arrow keys or WASD, incorporating well-known game mechanics and visual cues, and including both single and dual player modes.
According to Hick's Law, fewer options and less intricacy can help people make decisions more quickly and have a better overall user experience. This principle suggests that making options simpler and reducing complexity can result in quicker decision-making and a more seamless user experience. It is especially pertinent when creating user interfaces and game elements. For instance, in the redesigned racing game, fewer maps, a manageable selection of cars and power-ups, and a straightforward choice between arrow keys and WASD controls have sped up decision-making, catered to a variety of user preferences, and made for a more effective and enjoyable playing experience.
Flexibility is a key design concept that enables a system to accommodate a range of user preferences and skill levels. Flexibility is incorporated into the design of the redesigned racing game through a variety of features, including numerous maps, vehicle selection, power-up options, and control scheme options. The game can adapt to various user requirements and hardware constraints by giving users options and settings to customize their gaming experience, which increases user satisfaction and engagement. A layer of personalization is added to the game through features like adjustable start locations, customizable enemy cars, and multiplayer customization, which let players design their own racing scenarios. Overall, flexibility in game creation is essential for producing a pleasurable and accessible gaming experience.
In general, our system ought to meet many of Nielsen Norman's 10 heuristics and has been designed with the user's needs and goals in mind, providing a satisfying and enjoyable user experience. However, there may be areas where further improvements could be made, such as improving the feedback and help systems, and ensuring consistency in the user interface. Below, is a heuristic evaluation of our redesign utilizing Nielsen Norman's heuristics:
Visibility of system status
Positive :
The new game's in-game mechanics display player rankings and automobile damage, keeping players updated on their progress and the condition of their vehicles. User decision-making while participating is facilitated by this. Players can alter the volume of the music, sound effects, and display resolutions as well as turn them on or off from the settings page. The player's selection is displayed both verbally and visually in addition to the feedback being provided in audio form (the music stops or begins right away, no music, muted, and all). Additionally, a bar that fills up as the player sustains damage allows players to see their own damage in the game.
Negative :
More real-time data could be added to the game to better user experience, such as speed, fuel, or time left for power-ups. It may also indicate how long you must wait for the powerup effects to take action.
Remedy:
Implementation of more specific features
to make it a more
riveting
gameplay experience. Maybe
adding a powerup
time counter can help players.
Match between system and the real world
Positive :
The inclusion of various car types, maps, power-ups, car damage and its effect on performance, and other features makes the game more realistic and interesting. Because the game mimics the dynamics of real-world racing, players can connect to it better.
Negative :
There may still be some realistic components missing from the game, such as weather, tyre wear, or fuel consumption, which could improve immersion and reality even more.
Remedy:
Adding options which will impact gameplay based on
weather conditions and fuel left in the car.
User control and freedom
Positive :
Numerous customization choices are available in the redesigned game, including choice of car, color, starting location, and preferred control scheme (arrow/WASD keys). The settings button gives users more control and freedom by allowing them to handle visual and audio elements. By selecting the back button in the menu, players can go back to the previous screen at any moment. By pressing the designated quit button while playing, they can also end the game and return to the main interface. While the game is operating, users can pause it and make the necessary adjustments to their input preferences as well as to settings like resolution and music.
Negative :
In order to help players rapidly correct errors and increase user control and freedom, the game could use an undo or restart feature. The pause screen might include a restart button that would let players restart games without quitting and beginning over.
Remedy:
Implementation of a restart button in the pause
window so
that players can restart the game if they want to.
Consistency and standards
Positive :
The game's redesigned dashboard and user interface (UI) are aesthetically appealing and easy to use thanks to consistent design patterns. Users can now explore and engage with the game more quickly thanks to this improvement. To avoid confusing players, the game's design maintains both internal and external consistency. In order to maintain internal consistency, the backgrounds and buttons are all of a similar design, with the blue background and orange buttons creating a pleasing contrast to enhance the visuals. Because these games typically take either WSAD or arrow keys as a method of control, we adopted them for high external consistency. Players can choose either method as they please without having to pick up any new skills. Also, buttons are named properly. ‘Back’ button means going to the previous page, while the ‘Quit’ button indicates quitting or exiting the game.
Negative :
Certain interactive or visual components might be inconsistent, which could confuse players or make the game less intuitive. While we switch between the various maps and cars, the side arrows stay white. When they reach the finish, a faint red outline is emitted.
Remedy:
Implementing different colors for the side arrows to
indicate that the user has reached the end. Or an implementation
that can provide an endless scrolling option that would negate the use of such.
Error prevention
Positive :
Numerous features that help prevent errors and improve the general gaming experience have been added to the newly redesigned game. Players can, for example, enable/disable animations for more fluid gaming and personalise controls (arrow/WASD keys) based on their tastes by clicking the settings button. A more consistent gameplay experience is also made possible by the inclusion of appropriate animations and an improved UI design, which lowers the possibility of mistakes.
Negative :
Even though the user experience has been greatly enhanced by the new game features, there may still be some places where error prevention can be improved even more. For instance, players may unintentionally select the incorrect vehicle, map, or power-up as a result of a misclick or a failure to understand the available choices.
Remedy:
Introducing confirmation prompts when players make
critical
choices, such as selecting a car, map, or power-up, can help
prevent accidental selections. By asking players to confirm their choices, the game can ensure that players
are making
conscious decisions and reduce the likelihood of errors.
Recognition rather than recall
Positive :
Numerous cues are present throughout the user interface to ease the workload and aid in player memory of the usefulness. Users' cognitive load is lessened by the new game's end screen, which displays player rankings; this eliminates the need for users to recall their performance metrics. The player can easily use a "Back" button while navigating through the pages to go back to the prior page. The user interface is also made so that it is clear to the participant which buttons are interactive. When the user hovers over the button, the colour changes to black letters on an orange backdrop from the normal button's white text on a sky-blue background.
Negative :
The game may not provide enough in-game cues or reminders for certain actions or objectives, making it harder for users to remember and utilize certain features or strategies.
Remedy:
Introducing confirmation prompts when players make
critical
choices, such as selecting a car, map, or power-up, can help
prevent accidental selections. By asking players to confirm their choices, the game can ensure that players
are making
conscious decisions and reduce the likelihood of errors.
Flexibility and efficiency of use
Positive :
The addition of single and dual-player modes, as well as the option to change window resolution for older devices, caters to a wider range of user needs and preferences, making the game more versatile and efficient. Also, players can choose from 10 different maps and 5 different cars to tailor make their game experience.
Negative :
The game could benefit from customizable difficulty levels, more control options, or support for different input devices to further improve flexibility and efficiency for diverse users.
Remedy:
Option to add more control methods, such as a
controller
can be explored in the future, along with adding keyboard
shortcuts for common actions.
Aesthetic and minimalist design
Positive :
The updated game's appropriate animations and aesthetically pleasing design enhance gameplay enjoyment and immersion. The game's user interface, map and vehicle selection windows, and main menu all adhere to a minimalist design that restricts the addition of an excessive amount of superfluous information. The current game has four options on the home screen, displaying the user the settings, the hints, the credits, and lastly the race option, in contrast to the original games' more cluttered menu options. There is no unused area and every button or key in the game serves its purpose. The entire game has a neat appearance and a unified design.
Negative :
Some design elements might be excessively intricate or crowded, which would take away from the game's overall aesthetic or make it more difficult for players to concentrate on crucial gameplay mechanics. The individual stats are displayed too closely together in-game, and the white in-game text clashes horribly with any possible light-colored backgrounds on maps. Additionally, the credits window can be moved from the home page to another location because not everyone will like it there.
Remedy:
Changing the in-game text to be dark when the player
is
playing a map which has a light background. Possibly changing or
removing the credits button in future iterations of the game, depending on wider feedback.
Help users recognize, diagnose, and recover from errors
Positive :
Users can identify when their vehicle has been damaged and look for power-ups for recovery thanks to the new game's car damage system that affects performance. Additionally, users can see any damage that has been done to the car directly on the body of the vehicle if it has been damaged in any manner. When a car is damaged, users will also observe a drop in speed and general performance. Additionally, players can access the previous page from any screen if they want to return and make changes to their preferences or continue with alternative options.
Negative :
If a player feels they did not perform well in the game, they cannot repeat it. They have to leave and re-enter the game to restart it, which is ineffective. When players experience system errors like not having particular game libraries installed, there is also no error message and no recovery suggestion messages displayed.
Remedy:
Providing a dedicated restart button to restart the
game,
thus eliminating the need of not have to start the whole game
from scratch
Help and documentation
Positive :
The various customization options and settings enable users to tailor their gameplay experience, reducing the need for extensive documentation or help. The settings window has clear buttons labelled which help even the most basic of users to understand their functionality. The game provides a ‘Hint’ window which explains to first time users about the four distinct power-ups that are being used in the game.
Negative :
The game may lack proper help or documentation, such as error recovery and such in case the game is facing any error. There is also not enough guidance on the race settings customization options , where the player can select the number of enemy cars, their amount and their color.
Remedy:
Provide a dedicated document listing the various
types of
errors that the players may encounter, along with their
solutions. Refining the ‘Hints’ window to explain about the various customization options provided to
players, such as
about the various race settings options.