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Showing results for tags 'interaction design'.
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UI confusion over Assign: Specific and General The examples I will use as talking point for this concept is the Constructor's Hut and the Nugget "Role" assignment modal (e.g., builder, gatherer, etc). Problem Statement: The method used to assign roles to Nuggests (general) and the method to assign Nuggets to buildings as a key builder (specific) create interaction confusion that remains unresolved. Problem Hypothesis: The confusion is being caused because the cognitive load threshold (30 seconds) is perpetually exceeded on remembering things like - Where is X on the building menu? What incredible dance of assignment and un-assignment must I endure to get the specific Nugget I want assigned to the specific building AND activity I want (no, I don't want the builder about to keel over dead from hunger who is FINALLY eating!! I want the Builder who just became an adult and has a healthy back for me to almost break!!! )? Which of these three modals tells me the information I want to know again...(click... growl.... click.... growl....click.... finally.... growl)? Does this building's interface allow me to assign by clicking the empty resource window (click... growl) ok, no.... was it on this modal? (click growl) this one? (click... growl) So, the segregation between specific or general assignment causes the uncertainty that brings the cognitive overload that results in annoyance and frustration in the gaming room in the house that Jack built (so to say). Heh. Problem Outcomes: User is constantly having to "rethink" the entire work model to make decisions This sustainment of cognitive load ceiling through play results in: low level anxiety and frustration frequently missing game cues for new opportunities, content, etc (some of which are limited duration until negative effect; which contributes to #2.1) Suggested remed(y/ies): Find a treatment that allows contextually aligned assignment of a single Nugget to a single role AND a specific building AND a specific activity. For example: Nugget 1 is a nugget without ROLE or ASSIGNMENT Nugget 2 is a BUILDER without assignment. Nugget 2 is a BUILDER with general assignment to ANY BUILDING NEEDING A WORKER with general assignment rule of "MUST WORK FIRST FOUND OPEN SPOT" Nugget 3 is a BUILDER with general assignment to ANY BUILDING NEEDING A WORKER with specific assignment rule of "MUST WORK KEY WHEN OPEN" Nugget 4 is a BUILDER with specific assignment to ANY [BUILDING TYPE] NEEDING A WORKER OR MAINTENANCE with general assignment rule of "MUST WORK FIRST FOUND OPEN SPOT" Nugget 5 is a BUILDER with specific assignment to ANY [BUILDING TYPE] NEEDING [WORKER/MAINTENANCE] with specific assignment rule of "MUST WORK KEY WHEN OPEN" Consider a Nugget management screen that incorporates the current role and allows for both general and specific assignments and toggling of assignment rules Consider mandating that any building with assigned keys, foragers, etc will automatically pull from available Nuggets assigned to the general role who are unassigned OR have spare cycles AND are healthy enough to engage the task (Note: There are many more combinations, but this gives a good look at the concept) Also, you may want to check out Improbable.io and their SpatialOS; I suspect there are alignments you would savor and to be sure, it beats going the bespoke path.... particularly at this early state. If you do speak to them, tell them @thatphydra sent you.