The user’s task in the game is to launch birds by pulling the slingshot, to kill the pigs sheltered in fortresses. Each destroyed pig fetches points, so does the destruction caused to the fortress and the number of left-over birds. The total score determines the number of stars (out of 3) the player gets for that level.
As the player reaches advanced levels, the complexity increases. The pigs become more difficult to kill and at the same time the user sees more variety of birds each having its own special power, activated by tapping once on the screen when the bird is in flight.
The game is not targeted to a specific age group or demographic segment. The ad-supported version is available free to download on various platforms.
All facets associated with games like role-playing, immersive graphics, intriguing storylines and addictive game-play demand heavy human interaction and engagement. But designing the user interaction for a game can be radically different from designing interactions for most other systems. Instead of making it easy for the user to interact, a game’s UI must challenge and surprise the user without causing frustration.
I will present how Angry Birds strikes this balance using Don Norman’s concepts of affordances and conceptual models [1]. Norman describes affordance as the perceived and actual properties of something which determine how the thing could possibly be used. Eg: A door knob affords turning. A person knows about the system’s affordance by learning how to use the system. People create mental models about themselves, others, the environment and the things with which they interact through experiences, training and instruction. Based on the mental model, the person perceives the affordance of a system to be good or bad.
I will also touch upon cognition in short-term memory (SM). Wickens et all [2] describe SM as a relatively transient and limited memory for holding small amount of information