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WebWord Weblog Posting

Posting Date: November 10, 2002
 

Wireless game console from Nokia -- "Through creating an entirely new product category in the company's matrix of mobile phones - which covers just about every inch of the market - Nokia is now going after a market that's expected to grow by leaps and bounds over the course of the coming months and years, namely wireless gaming." (Comments: First, I wonder how much usability testing they have done on this advice. Does anyone know? Second, I like to hear "new product category" because it usually indicates something new and cool to think about. It also means that there are opportunities to test and improve the usability of a new type of product. That's always fun. Third, what are the advantages of wireless gaming versus non-wireless gaming? Fresh games in real-time? Read head-to-head competition? What else? Thanks Daniel Szuc.)

 

  

Reader Comments...
 

How much usability testing does a Gameboy receive? Do game consoles need much more than simple playtesting when the standard for controllers only usually allow up/down/left/right select/fire/walk/jump?

Even for advanced multi-user wireless games the interaction will most probably be navigating a game-space, and chatting, sms-style with other players...

Posted by: Timo on November 11, 2002 06:02 AM


 

I hear they now have Quake for the Nokia.

http://www.wildpalm.co.uk/Doom7650.html

Posted by: Morris Cox on November 11, 2002 07:47 AM


 

Blast. I meant Doom.

Posted by: Morris Cox on November 11, 2002 07:47 AM


 

Actually, some of the controllers for consoles actually DO go through some usability testing. The Wavebird wireless controller comes to mind. Considering most controllers now include at least two multi-directional control sticks, a 4-way directional pad, 6-8 buttons, and often additional side and top buttons, it's a surprise more people DON'T seem to have problems using them.

Posted by: Ryan on November 11, 2002 09:07 AM


 

I remember when I first tried a Nintendo 64. Trying to use that button under the controller was annoying, especially while trying to make full use of the rest of the controller.

Posted by: Morris Cox on November 11, 2002 06:28 PM


 

But we only control our PCs through a little 'controller' with 2 (or 3) buttons on it and a big 'controller' with a few alphanumeric keys on it. The usability is influenced by these, but is also heavily influenced by the second level of 'controls' on the screen, which we activate using the physical devices. I don't see much difference here between games consoles and PCs. The controls on a games console may be simple, but if what we see on screen is confusing, it doesn't count for much.

Posted by: Alan Fisher on November 12, 2002 04:21 AM


 

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