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@media 08 – Things That Made Me Go ‘Ooo’ – Part 1

@media 2008

So, we were at @media 2008 last week. Marty and I had a couple of good days listening to a lot of very clever and interesting people talk about all sorts of things to do with design, data, communities and code libraries, to mention just a few!

Although most of the talks we went to were very informative, there were a few that stood out to me as an interface designer and developer and those were the talks from Jeff Veen (ex. Google, Adaptive Path) and James Box (Clearleft). I’ll talk about Jeff’s presentation first.

Jeff was talking about telling stories with data, about how to present reams of information in a more intelligent and useful way. This is something that was piqued my interest because in Moshi we have a lot of data present on the main HUD (and potentially it may fill up more as we add more features) so I was keen when designing the HUD to display these pieces of data in groups that would make the most sense in context. Now although Jeff was primarily speaking about visualising data from a more tabular source, the approach he talked about is still useful, because he emphasises that it’s not the raw data that’s important, it’s actually the story that data has to tell and how we as designers can help the user make sense of it.

In Moshi we’ve aimed to group related data into specific groups that should (hopefully!) makes sense to a child. As a result we have 3 main areas of interest. The top right section holds Moshi’s two core metrics in terms of your progress in the game, one being your level (based on the amount of experience earned in minigames and puzzles), the other being it’s Monstar rating, essentially how popular the monster is in the community. The side bar is all about your monster, it’s health, happiness, wealth and well-being, and you can even check out a little bit of it’s history if you click on the profile button. The final section is related to the room itself, how visitors rate it and how many visitors you’ve actually had in total. I think it’s a good start to quite a difficult problem, but as with everything in design there’s always more to do!

Talking about interface design for children, this is a major challenge we face with the design process at Mind Candy. None of us are children (well… ahem, no comment), but we have to make sure our interfaces work for them. I’m sure this is something we’ll no doubt explore at a later date on this blog, along with a bit more usability research, once we finally get a hold of a copy of Silverback!

3 Responses to “@media 08 – Things That Made Me Go ‘Ooo’ – Part 1”

  1. Jason Goodman Says:

    Hey Steve,

    I was just checking out mindcandy & the blog because I was so impressed and excited by Moshi Monsters. My company specializes in designing web-connected toys and online experiences for kids, and despite your self proclaimed lack of specialization in kid-friendly design, I find “Moshi” to be an exemplary work in terms of user-experience design considerations.

    That being said: (for future reference) my company has a particular expertise for creating online venture for kids. Feel free to check us out online at http://www.cieocreative.com .

  2. Steve Says:

    Cheers Jason, we’re certainly putting the effort in to make sure we give a well rounded experience for all ages and ability levels, without over complicating thing (or indeed over simplification).

    We’ve just had another round of play testing with some kids, which was really helpful, so keep an eye out for little tweaks and improvements inspired from those sessions :-)

    Steve

  3. Jason Goodman Says:

    That’s great that you’ve placed an emphasis on usability testing: such a critical step within the development cycle, especially when designing for kids. They inevitably perceive logos, icons, navigation bars & rules in unpredictably unique ways. You can learn so much by just observing a fair amount of kids using your product. Too many companies leave this until the end and don’t leave room to make necessary changes / adjustments.

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