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History of Interface Design

History of Interface Design. Learning Objectives. Know the sequence of console releases Know the key innovations/limitations of each console Understand interface innovations in terms of their position in the history of console development Be able to order consoles by release date

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History of Interface Design

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  1. History of Interface Design

  2. Learning Objectives • Know the sequence of console releases • Know the key innovations/limitations of each console • Understand interface innovations in terms of their position in the history of console development • Be able to order consoles by release date • Be able to identify innovations or limitations by console • Be able to discuss console innovations/limitations in terms of their future impacts • Be able to discuss the limitations of various consoles in terms of resolution, sound, controller

  3. Arcades • Early physical interfaces were driven by gameplay • Pong (1972) – dial for each player, moved paddle vertically • Space Invaders (1978) – horizontal movement, weapon firing • Pac-Man (1980) – 4-directional joystick • Centipede (1981)– trackball • Early UI interface innovations • Galaxian (1979) – full-color monitor • Donkey Kong (1981) – platforming elements • Xevious (1983) – scrolling screen • Galaga (1981) – High-score screen – arcades where a social hangout

  4. First Generation • Magnavox Odyssey (1972) • Knobs for movement • Props, overlays, cards • Scoring, rules left to player • Light gun • Atari/Sears’ Home Pong (1975) • Tracked score • Multiple sized paddles • ColecoTestar series (1976-78) • Minor variations/improvements • Light gun

  5. Second Generation • Atari 2600 (1977) • Joystick (8-direction) • Single button • Direction/button combos • Cartridge media • No saving progress/score • Intellivision (1979) • Disc (8-direction) • Side buttons • Numeric keypad (overlays) • First music in game (Snafu) • Hardware to support voice (Intellivoice)

  6. Second Generation • Colecovision (1982) • Numeric keypad (12) • Side buttons (2) • Joystick (variation…) • Innovations • Resolution – 256 x 192, superior to previous • Atari 5200 (1982) • Resolution – 320 x 192 • Sound – 4-channel • Numeric keypad (12) • Side buttons • Joystick Mistake • No self-centering • Broke frequently • Atari 7800 (1986) • Simpler joystick

  7. Third Generation • Nintendo Entertainment System – NES (1985) • 8-bit processor • Action Buttons (2) • Plus start and select • Direction pad (4) • Resolution 256 x 240 • Colors (48) • Five shades of grey • Innovations • Modern style controller • Pause button on controller • Zapper Gun • Power Pad • Power Glove • Sega Master System (1985) • Weaker library of games

  8. Fourth Generation • Sega Genesis (1989) • 16-bit processor • Colors (512) • 64 onscreen • Resolution 256 x 224 • Sound channels (6) • Directional pad (8) • Action Buttons (3 or 6) • Plus start button • Super Nintendo Entertainment System – Super NES (1991) • Action buttons (4) • Plus start and select • Direction pad (4) • Colors (4096) • 512 onscreen • Resolution 512 x 448 • Sound chips (2) • 3 channels – sound effects • 8 channels – main • 64 KB for sound • 128 KB for video

  9. Fifth Generation • Sony Playstation– PSX (1995) • Resolution 640 x 480 • Colors • 224 almost 1.7 million • 512 KB for sound • 1 MB for video • Action buttons (4) • Plus start and select • Direction buttons (4) • Innovations • Shoulder buttons • CD-ROM media • Played music CDs • 3D Graphics • Analog Sticks (DualShock) • Nintendo 64 – N64 (1996) • Cartridge media • Faster load time than CD • Smaller storage capacity • Action buttons (7) • Direction pad (4) • Shoulder buttons (2) • Analog stick • Innovations • Rumble pak (1997)

  10. Sixth Generation • Sega Dreamcast (1998) • VGA output – superior quality and resolution • Improved sound and graphics • Eclipsed by PS2 • Innovation • Proprietary CD-ROM-like media • Built-in modem with Internet support • Sony PlayStation 2 – PS2 (2000) • D-pad, Action buttons, Start/Select • Innovation • DVD-ROM • Backwards compatible with PSX • Analog button • Camera control

  11. Sixth Generation • Nintendo GameCube (2001) • Proprietary media • Online capability • Innovations • Multiplayer through GameBoy Advance (GBA) • Dominant action button • Microsoft XBOX (2001) • First gen controller too large • Two extra action buttons • Two fewer bumper buttons • Innovations • Accessory to play DVDs • Ethernet built-in

  12. Seventh & Eighth Generation Seventh Generation Eight Generation • Innovations • Online gaming • Gesture-based control • Expanded accessories • XBOX 360 (2005) • Kinect • PlayStation 3 (2006) • PlayStation Move • Wii (2006) • Wii Remote • Innovations • Full gesture-based • “Glasses” displays • 3D games, vision • Wii U (2012) • XBOX One (2013) • PlayStation 4 (2013)

  13. Personal Computers • Commodore 64(1982 – 1993) • Colors (16) • Sound (3-channel) • Neuromancer(1988) included opening song by Devo • GUIs • Apple & Microsoft made popular • Keyboard • Primary actions bound to spacebar • Text-based input • Joysticks • Various designs • One or two buttons • Connect through ports • Mouse (1990s) • Various designs • Touchpad, pointer, etc.

  14. Handhelds • Handheld games (1970s) • Simple LEDs • Buttons (1 or 2) • Sound – beeps • Later, LCDs used • Pre-placed images - “fake” movement by turning images on and off • Cartridge Systems • Nintendo’s Game Boy (1989) • Monochromatic screen • Direction pad (4) • Action buttons (2) • Plus start and select • Vertical design • Sega Game Gear (1991) • Color display • Horizontal design

  15. Mobile • Feature phones • Mapped to buttons • Smart phones • Internet enabled • Touch interface • GPS location • Accelerometer • Tablets • Smart phone capabilities + laptop capabilities • Laptop replacement

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