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Designing User Interfaces for Gaming Consoles

COMP 482 - Human Computer Interaction Assignment 1 October 2015 Jason Bishop 3042012 Section 1: Tasks and Requirements Introduction > Background The Awesome Game Machine from Amazing Inc., is a video gaming console designed to be used in the home and connected to a standard television. The console is known for featuring the latest and greatest games from first-party, third-party, and independent game publishers. It also incorporates media connectivity, such as organizing television content and internet media content through services such as Netflix, Hulu, and YouTube. The user of the game console can purchase games in a physical media format (Blu-Ray discs) or digitally through an online store. A similar system is used for media such as movies and television shows. Users can play games or other media by inserting a disc or selecting from a list of available games/media. The game console runs the game/media allowing the user to play/interact. At any time, the user may choose to exit their current application to come back to the main interface. All interface interaction takes place via the game controller included with the console. This controller consists of joysticks, a directional pad, and several buttons, which is connected wirelessly to the main console. The creators of the Awesome Game Machine have asked that we develop the console user interface for people to be able to access all the functions of the console in a clear and easily understood manner that will allow users to fully enjoy the rich experience that the Awesome Game Machine provides. > Expected User Types The main users of the system are expected to be males between the ages of 18-34, with abundant experience playing video games, and who are familiar with home video gaming consoles. However, the Awesome Game Machine is targeted as being the center of the living room experience for people around the world, regardless of their familiarity with gaming. To this end, expected users that must be included will range in age from child to adult. Seniors should be included if possible, as the gaming audience has expanded in recent years to include all ages. Of course, children under the age of 5 will can be excluded, as they are not likely to use the system on their own or without supervision. Expected users will also commonly have experience with other television centered media devices such as a cable box, Tivo, or already existing game console. Nevertheless, since the console is targeted toward an international audience, users that are less familiar with these devices also should be included. A final expectation of the target user group is that they will have high-speed internet access (broadband speeds or greater). This is required to use many of the media services available, and also to be able to digitally purchase media and games. Additionally, online components are a component of almost all modern games and will remain inaccessible to those without the required access. Again, since this is an internationally aimed product, many of the users