Constantly Deciding: Visualizing Relevant Information in Game Play

Ann McDonald · Jay Laird

Fri., June 12, 11:00–12:30, Browsing Library (2nd floor, West Central)

This presentation will show ongoing research and design methodologies for the presentation of textual and visual information required for game-based decision-making. We will present a visual analysis of selected data, visualization examples in commercial multiplayer games and precedents in other fields, and show how these findings can inform game interfaces designed for individual and group learning.

Computer games provide an environment for ongoing, active decision-making. In game play, a constant flow of information needs to be analyzed by players in order to generate knowledge, evaluate ongoing progress, and inform subsequent action. Game interfaces provide both textual and visual information to help players orient themselves, monitor system variables, and navigate through sequential decision-making processes.

In multiplayer games, both individual and communal data needs to be monitored to assess current status and predict future opportunities. Players can learn from contextual information embedded in the dynamics of the game and through the availability of data projecting the benefits and costs of alternative strategies. The competitive and time constraints of game play point to a need for efficient assessment of data, suggesting the quick read provided by visualization of data as a potentially important decision-making tool. Perceptual and cognitive limitations suggest study of strategies for visualizing information near the user’s focus of attention and other methods for customization and limiting overload given varied learning styles.

Our study of visualization and information design approaches have informed the interface design of Shortfall Online, which is being developed at Northeastern University in partnership with Metaversal Studios. The game enables students to explore the three pillars of sustainability—environmental economic, and social—and the dynamics of competition and cooperation among companies in an automotive supply chain. The goal is to help students to think about how they can improve environmental sustainability in real-world supply chains and support college level curriculum goals as well as the broader educational objectives of graduating sustainability-aware business, policy, and engineering students. In Shortfall, the process of analyzing and using information can be collaborative as students choose different levels of focus for the company’s social, environmental, and financial impacts.

We will conclude with a review of how our research and analysis has informed our interface design and future plans for assessment.