Keywords

1 Introduction

Game as the most important human life an entertainment, whether it is the traditional game, or the moment to digital technology as the carrier of the game, has shown a high degree of participation. “The game converts the world,” the author Jane Mc Goniga described in the book: the game can make up for the real world deficiencies and shortcomings, the game can make the reality better. It hits the core of humankind well being, offering delightful rewards, irritating challenges and brilliant victories. However, a good human-computer interaction performance is the interface design and graphic design of the difference, thus the game team responsible for interactive de-signers to human-computer interaction theory in-depth study, thinking about the player’s psychology, otherwise it is difficult to guarantee Designed to meet the player needs of the game interface [1].

2 Paper Preparation

Mobile phone game has become an important way for people to leisure and entertainment, according to the mobile game industry survey data show that in 2016 China’s mobile game users to 90.31 million, an increase of 17.4% over 2015. It is expected that the number of online game users in China will reach 100 million in 2017. These survey data illustrate a problem that online games have penetrated into people’s lives and become an integral part of the number and the number has grown year by year. From another point of view, the popularity of online game entertainment also requires us to focus on the game interface design to ensure that users fully enjoy the fun of the game. The interface design is an important part in the game design, to understand the interface design work should first plan the interface design goals and principles. Constantine points out that a good user interface allows people to use the application without having to read the user manual or receive training [2]. A beautiful game interface, a reasonable interface operation process can give the user a very good first impression.

Therefore, in order to help people more in-depth understanding of the game industry, the growth of correct understanding; to create a high quality and enduring classic game, the benefit of hundreds of millions of players groups; for the occupation of the global market, to provide new growth points; Industrial health and sustainable development, research mobile game interface interaction design is particularly important.

3 An Analysis of Mobile Game Interaction Design Based on “Asphalt 8: Airborne”

3.1 Analysis of Application Effectiveness of Specific Interaction Design

Compared to click-based interactive experience converts to touch control based on changes in response to the touch area, can not provide tactile feedback; mode of operation: handheld, interactive design requires both ergonomic and consider the type of games, according to the type of the game selection Hand or hands operation; limited physical size, screen visibility range becomes smaller, in the information presented on the fundamental and secondary classification; also has a wealth of sensors, such as acceleration, gravity, compass, geographical location, suitable for more interesting, innovative, intelligent and efficient interactive design; Convenient, conducive to the exchange of players at any time to establish a huge social network, the highest users of those who sticky. Therefore, the mobile side of game on the interactive design of a higher demand for the characteristics of the platform set up user experience better game can greatly reduce the player to learn the cost of the game at the same time, but also bring the user a better sense of game immersion [3].

3.2 User-Centric Feedback

The user of the game is the player, and the game is designed for most players. Players can be divided into core players and regular players. Core players are also often referred to as “Hardcore” players. They are familiar with a game interface and rules, do not have too many tips to be able to proceed smoothly, and even feel that the existence of quite a few texts prompts are redundant [4].

Brice Morrison proposed game design based on five levels: the core experience (player game experience), the underlying mechanism (player and game interaction rhythm), reward and punishment system (player’s behavioral consequences), long-term motivation Game goals) and aesthetic layout (the main screen effects and sound effects), the other four levels of the ultimate goal is to reach the core also experience. Quality assessment of other Internet products takes place from three main aspects of usefulness, usability, and emotional factors.

3.3 Analysis of Interactive Experiences of “Asphalt 8: Airborne” Emotions with Users

(Asphalt 8: Airborne) is produced by Gameloft issued racing game. Released on August 22, 2013, the App Store game included 131 cars, of which 80% were new model. Includes 9 seasons and 331 career mode games. The new exotic races, 9 environmental settings, including the Dragon Blood Tree, San Diego Port, Great Wall, Tokyo, Barcelona, the Alps, Venice, French Guiana, Iceland and Nevada, including exotic stimulation track The This is a game with real fantasy racing and phenomenal quality fans who are extremely passionate about street racing, and a game that will attract racing simulation game enthusiasts.

Game Music and the Combination of the Screen

The game is to meet everyone in daily life cannot meet the emotions, such as missile attacks such a scene, in daily life cannot drive such cars, or launch the bullet in front of these cars are destroyed. All of these points are based in these forms together. Game level and reasonable rhythm.

The game has some of the checkpoints in the design, including the arrangement for the bridge to meet such emotions. This is a picture of the player’s brain waves. We measure the player’s heart rate, heart rate changes, sweating some of the situation and brain waves, through the EMOI and SCL two indicators to judge. EMOI called the emotional index, and the higher the value represents (relative to the black part) mood is more excited, the lower represents a bit boring. SCL is the physiological index, the same relatively high value on behalf of his relatively high, relatively low is the mood is relatively low (Fig. 1).

Fig. 1.
figure 1

The EMOI and SCL.

3.4 Exclude Non-Core Play Factors on the User’s Interference

Virtually, this is still far from enough, follow-up and related to some experience, such as the use of stealth props when used, players over a number of dense cars will produce a perfect trigger will produce some nitrogen acceleration, so the accumulation is intensely strong.

The Use of Gray Layer

The teaching method uses a layer of mask, reducing the brightness of other controls, making the require doing to guide the principles is highlighted, and click on other controls is invalid [5]. And with the dynamic arrows, the guide ways are intensely direct, rarely the user presses the guide to operate in order to proceed to the next step. This method reduces the misuse to ensure that the user to the next step of the smooth operation with high availability (Fig. 2).

Fig. 2.
figure 2

Mask layer interface

“Asphalt 8: Airborne” through the perfect guidance system to play the game for the first time players brings a wonderful game experience while reducing a group of the game operating costs of the game. Nevertheless, the high-level players have either played the game before, provide that not just switched the version of the player, this part of the public doesn’t need this guidance and tips.

Precise Control Design

Figure for the wild racing in the game selection interface, the bottom of the interface for the relevant options, from the page can be seen, the choice between the button is too narrow, the phone screen smaller users can not click on the filter, provide that the player there are many times the erroneous situation, it is bound to trigger the player’s discontent. Additionally, the following “drivers” and the top of the “multiplayer” button, it is confused (Fig. 3).

Fig. 3.
figure 3

Precise control design

Timely Information Feedback

For the players click on the skills after the game interface map, when the user clicks, the interface immediately emerged in the wind of the musical effect, as well as the enemy contribute to a wide range of damage [6].

Therefore it decided to mobile game in the operating process, and we must consider the length of available time for these players, as far as possible to set aside the player’s time to improve the player’s game efficiency, in a relatively short period of time, lest players get pleasant results, that is the priority, and the phone will be set on the difficulty of the PC side of the game is simple, to avoid an army of mental work, simple, easy game mode is the main promotion style (Fig. 4).

Fig. 4.
figure 4

The order of the performance interface

4 Summarize

This paper hopes to establish a reasonable explanation and quantitative evaluation method through the integration of documents, user research, design analysis, design of game interactive interface, and help users realize the immersion status of high-level player experience and hope to use it for other Field interface design, to help users more efficient and pleasant to achieve goals and challenges. The structure of interaction design is discussed from the mode of operation, information display and the feedback design. The construction of the interface style, the theme of the atmosphere and design specifications is aimed at exploring the style of visual design; from the dynamic loading and interesting design to explore the dynamic of performance design.