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An analysis of the user interface design of tetrinomicon, a multiplayer tetris game for the xbox 360. Various aspects of the system, including the validity of system status, match between system and real world, user control and freedom, consistency and standards, help users recognize, diagnose and recover from errors, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, and help and documentation. The document also includes a cognitive walkthrough of the game's interface.
Typology: Papers
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Noah Cohen CS 465 Heuristic Analysis Tetrinomicon: a multiplayer Tetris game for the Xbox 360 where players earn special blocks by clearing lines and can use these blocks on themselves or their opponents. Special blocks come in many varieties, but fall into four categories: attack, defense, summon block with special properties, or uber-powered. It can be played with either two local players or one local player and up to three networked players. The below sketches and information are all from the 1 local, 3 networked situation. Information the user must keep track of: The status of their own field, the status of their opponent’s fields, the special blocks that they have at their disposal, those that they can harvest from their field, those that their opponents can harvest from their fields, who they are targeting, and when special blocks are used. The history of special block usage against the local player is shown as bar graphs on each of the opponents’ fields – that is, as a network player uses a red special block, the red bar on their ‘aggression meter’ grows a bit. The attached sketch may help clarify the basic view of the game and how information is presented. <Apparently, my scanner has difficulties reading… anything. I will bring a sketch to class>
full crash, users can back out of any area easily, using conventions common to Xbox games.
Player plays until she has a few special blocks in her queues, two red “attack” blocks, and a green “beneficial” block. Player uses right stick to target opposing player, hits B (red) button twice to use the red special blocks. She then targets herself and hits A (green) button to use the benefical block on herself. Player sees a target appear on her own field, sees an attack block within it. She knows she has been attacked, by whom and with what before she even sees the effect on her own playing field. This continues until the game ends. Once the game ends, the player is returned to the Title screen, and can continue playing or return to the Arcade.