Mapping and feedback have a fundamental part to play for the user experience. For your product to go on and succeed in their application, it will have to be very easy to use. The interface that your product will display would be the most principal feature in your design. With out a shadow of a doubt, this trumps how fast your product will respond, what shape you’ve chosen and even more so, the technology of your product itself. The implementation of an easy to use interface is paramount.
It’s not that hard to grasp, if you present something that is effectively difficult to understand, or even exasperating to use. Consumers on a whole would refuse what you wish to sell. The mapping of an interface should be simplistic in its approach.
This idea of mapping definitely resonates within the gaming community. One challenge that many gamers have to go through when purchasing a new games console or even a new game is the understanding of the controls on their chosen game. Sony’s Playstation which often competes with their rival Microsoft’s Xbox. Tend to have opposing controls, which is why once you go with one console, and begin to be accustomed to the interface of that specific controller. It is often hard to change.
Companies like Sony, have been criticised for how they sometimes allow gaining manufacturers to have so many inconsistent button features to other games. One of the biggest multiplayer games across both Sony and Microsoft in Call of Duty. Because the game were played by masses. In turn, that came with being accustomed to the set interface. Which is why now through Donald Norman understanding of feedback.
Information that has aided what has happened – Donald Norman
Many other games have began to use the same control that were set by the predecessor in Call of Duty.