Showing posts with label storyboarding. Show all posts
Showing posts with label storyboarding. Show all posts

Friday, October 28, 2011

Eye tracking in entertainment...

We handle a good bit of eye tracking data in our lab (We design and test industrial UI's-> the data is proprietary), and I thought I'd share some things:

Aside from using eye tracking to assess UI design (identifying low saliency features of a system,  making key information easy and intuitive to navigate to, etc), it's been fun to consider eye tracking as a source of insight for more playful layouts (ie- cinematics and games).

In my previous post, I mentioned Dave Pimentel's notes on drawing for storyboarding. 

I like to put Dave's storyboarding sketches in front of our eye tracking test participants to see how well his layouts/ composition principles can guide a users' gaze.

We see a great deal of attention given to:
- Faces
- Where those faces are looking
- Motion! (most of the time these are hands or arms)
- Flashing lights!! (or flickering, or dimming... or whatever, basically any dynamic [changing] lighting can be used to direct attention)
- The obvious: high contrast areas (colors, values, lighting, repeated patterns/ breaks in repeated patterns (the former establishes a unity, the latter provides contrast with that unity))
- The center of the screen! (my gosh, do they love the center of the screen)
- If surround sound/ stereo is employed, you can direct a user (or often times a gamer using a mouse to control their gaze)'s gaze off screen.

furthermore (when presented groups of faces):
- Attractive faces (see the kennedy debate, foxnews,com, or huffpost.com.  Then tell me where your eyes go)
- Threatening faces (angry, mean, bald [i'm bald, and i catch gazes at the supermarket after i've recently shaved my head)

The following example of eye tracking for entertainment comes from a researcher in London.

*A special note on eye-tracking- You can glean solid statistics on areas of interest, times to response, gaze patterns, and fixation durations.  However, eye tracking data in a research setting is only as valuable as the price you pay for the equipment, and UI eye-tracking data collection and statistics are often more work than they're worth.  That said, I do recommend it for practitioners (anyone using it in a non academic environment) who have an extra buck to spend- if only for the insight gained from watching a heat map/ gaze indicating overlay [like the one above].

Thursday, October 27, 2011

Book Review: Evoke

Sarah recently gave me Dreamworks Head of Story Dave Pimentel's book "EVOKE", which has had me on a gesture and portrait kick, lately.
The book is a gem.





















In it, he emphasizes:
- the importance of drawing from life,
- juxtaposing straights and curves,
- implying volume by overlapping your shapes,
- tapering body shapes,

but as a whole the book is a venue through which one master shares his love for his craft.

You can visit Dave's blog (the source of much of the content for the book)
here at drawingsfromamexican.

He also did a quick sketch of Seb (Sarah's nickname)

















I strongly recommend his notes on drawing for storyboarding:

http://drawingsfromamexican.blogspot.com/2006/11/thoughts-on-drawing-for-storyboards-pt.html
http://drawingsfromamexican.blogspot.com/2006/11/thoughts-on-drawing-for-storyboards-pt_27.html
http://drawingsfromamexican.blogspot.com/2007/01/thoughts-on-drawing-for-storyboards-pt.html

A panel from one of his instructional posts...