Environmental serious game was made for the purpose of environment education. Many environmental serious games exist on the game market. And each game has different topic. But every environmental serious game didn't educate alongside a game play. To educate in the serious game, offer indirect experience to user by UX. Before to design the game, I have analyzed the genre, UI, UX and game play of each environmental serious game such as Climate Challenge, National Grid Floe, Eco-Ego, Tree Planet. Also, I made game flow chart for check the balance game contents and education contents. Finally, I found a genre, UI, UX, game play appropriate to environmental serious game. This thesis designed the game through game flow chart and analysis of existing game. And add Live Map UX to game for indirect experience effect enhancement.
In this paper we offered a new UI design for Chinese input method on smart devices during Gameplay. Currently the well-known conventional stroke-based Chinese input method using only five basic stroke types could achieve low leaning curve and small keypad implementation, we made the UI design base on this stroke-based input method compensating the problem that input speed is limited and finally relatively higher the input speed. For experiment we designed and implemented the new UI for input method by Unity3D. Input by pressing or typing keys is replaced by more using sliding. To improve the input speed of the stroke-based method slide direction arrows are used and selected character will be intuitively shown to user in real time as designed. And the Four Tones(四声) in Chinese pronunciation is also been used to improve the input speed for this input method. In addition, to evaluation the new input method UI, we have conducted experiments on smart device comparing with four basic Chinese input methods. Through the numeric values recorded in the evaluation by inputting random 20 Chinese characters and two-letter Chinese words, comparing the input speed, click times, the typo rate shows the advantages of the new UI and proved that the new UI is better than others for using in smart device game.
스마트폰은 하나의 화면에 입력과 출력이 동시에 이루어져야 하므로 게임을 디자인 하는 경우 기존 모바일게임 UI배치를 사용하기에 어려움이 있다. 본 연구에서는 기존 레이아웃 연구를 기본으로 게임의 레이아웃들을 분류한 후 이것을 정보영역과 정보표시영역으로, 조작과 비조작 영역으로 분류해 성격적으로 4종류로 구분했다. 연구를 기반으로 스마트폰 게임 제작을 위한 저작도구를 만들었고 개발자 100명을 대상으로 포커스 그룹 인터뷰인 FGI(Focus Group Interview)를 실시했다. 그리고 실시 결과를 기반으로 저작도구를 수정해 게임 개발에 적용했으며 개발기간을 단축시키는 효과를 얻었다.