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This is a pretty broad category, and lumping UX & UI together, especially when looking to start out, isn't helpful. UX is a large collection of practices, so we should back up a bit.
Are you interested in usability, accessibility, player behavior & testing? Or interface, interaction, menu & input design? Or information design & information architecture (the latter of which would typically only apply to games with large amounts of information, if at all)?
Or prototyping & strategy design? There's a lot to dive into, but there are plenty of books for whatever you're interested in. Most of them won't be about games specifically, but products and systems in general. That example would fall largely under information design, especially when guiding the player to see certain parts of the screen and quickly understanding what each option does. It's important to understand visceral and cultural reactions to placement, size, color, iconography and labels when dealing with buttons, and in my opinion, as someone who's taught this for a few years, most software designers fall short in this area. Even thought it's primarily about website usability, I'd suggest checking out some of the examples and articles at, and a few books: by Steve Krug by Donald Norman by Stephen Few I have to admit I'm not quite up on accessibility standards, but there are plenty of books out there on the topic, and there was an AMA a while back by Able Gamers about making games more accessible, which would be a great start. There's also, which isn't exactly an exciting read, but gets really in depth about testing practices, metrics to test for, collecting, interpreting and presenting your findings.
I'd only recommend this one if you think you might really nerd out about the science of user behavior. I'm a UI/UX designer professionally but a game design hobbyist and I've found that there's little in common between the two. In my experience the two are related but there's a key difference between them:. UI/UX design is generally about removing friction, making it easy and fast to complete a task. Game design is generally about introducing friction in a number of ways in order to create a challenge or attempt to manipulate (not in a nefarious way necessarily, more like how music manipulates to cause emotion) the player into experiencing a certain feeling or state.
That being said, there's a separate sub-field of UI design and that is designing a UI scheme to be easy to use with a number of different control methods (touch, mouse, gamepad). I see that as a different design task than game design itself and I've found some articles online about that - but I don't know of any published books on the topic. sort of high-level but a good starting point. I like how it breaks down the differences between Diegetic vs Non-diegetic and Spatial vs Meta UI types and than analyzes existing game UIs and HUDs, showing examples of each. If you're starved for more articles to read, look into the field of UI design for televisions, I've found that the rules for making a UI work well with a remote control are often similar to the rules for a gamepad.
The site is helpful for that. Has a guide too. The benefit of experience I feel there's no substitute for having used a lot of systems. They can be real-world systems, or software systems; both will give you valuable insights.
Using systems will help develop your intuitive sense of what is good and what isn't and allow you to make better decisions. 1 I'm not a designer by training or profession, though I often use systems made by designers and cringe at the obvious design mistakes.
Maybe they knew better but had to do things that way for other reasons, but I can still identify the issues. Without formal training I may not be able to articulate things as well as a designer can, but I know why it's not good, and in some cases, how to do it better. This is because I've used hundreds of systems and explored a little bit about usability to help inform my understanding. So, thinking and reading about systems and how they're designed is still useful and will help give you an intellectual framework for understanding why something is or isn't good. But using systems informs you on a more intuitive, subconscious level-a level of functioning not well understood by many people, but something we draw on every day, and experts draw on often.
A good resource on usability. Article: That article explains the basic premise. As for how to do it, Strunk and White said it well in the book, (about writing, but has application elsewhere): Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts and an interface no unnecessary clicks.
This requires not that the writer make all his sentences short, or that he avoid all detail and treat his subjects only in outline, but that every word and user input tell. Further on that subject is this article on. Why should interface design to be efficient?
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To answer that, here's a story that I like from that illustrates why less user input or wait time is good: One day Jobs came into the cubicle of Larry Kenyon, an engineer who was working on the Macintosh operating system, and complained that it was taking too long to boot up. Kenyon started to explain, but Jobs cut him off. “If it could save a person’s life, would you find a way to shave ten seconds off the boot time?” he asked. Kenyon allowed that he probably could.
Jobs went to a whiteboard and showed that if there were five million people using the Mac, and it took ten seconds extra to turn it on every day, that added up to three hundred million or so hours per year that people would save, which was the equivalent of at least one hundred lifetimes saved per year. “Larry was suitably impressed, and a few weeks later he came back and it booted up twenty-eight seconds faster” Atkinson recalled. By designing things well, you can save people time and improve their lives.
So, it's not just an interface; it's a time saving, life-enhancing system. What it ends up being depends on how well it was designed. Further reading You might find some of helpful. Specifically, look under these headings:.
Designing Things. How to Display Information.
Richard Feynman who is a physicist who was good at thinking clearly, which is an helpful thing to be able to do Footnotes 1 Developing your intuitive sense and using it for design and in general is discussed in and on the last page of.
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This is a non-comprehensive review for some of the most-commonly used in and MacOS X. As an old Windows user who has been using this system for over ten years, I recently decided to purchase my very first.
While there are many differences in their designs between these two systems, which confuse and surprise me no less than the culture shock I experienced when seeing people use the sauce pan instead of a rice-cooker to cook rice. As I’m still trying to get more familiar with the new system, here are some commons and differences I noticed between icons for these two. Some categories of icons There are many methods to categorize icons. According to, there could be 3 broad categories of icons: Resemblance icons: direct representation of a physical object. Clock icon for time-related functions, such as alarms.
Reference icons: representation of an analogy or reference to the object. Clock icon for history viewing, a broken glass cup for fragile object.
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Arbitrary icons: shapes with meanings that have to be learned, with no direct relation to the object being represented. Traffic signs, alphabet letters. Email/Mail Email, or mail, as indicated, is the application that allow users to receive and send digital letters to each other through the internet. Windows chooses to use a white envelope icon, while MacOS uses a stamp icon.
The reasonings behind each icon is straightforward. Both are resemblance icons. Envelope and stamp are both important parts of a letter in the physical world; thus, the connections between the graphic symbol and using email is naturally learned by users. File explorer/ Finder Windows uses a yellow folder with a blue bookends as the representation for where users can access their documents and files. This is a resemblance icon as people still use the paper folders to store their documents in the physical world.
MacOS on the other hand, uses its special “two-face” icons, which might be pretty confusing for new mac users, as they are looking for somewhere to locate their files but end up clicking on a icon that looks has nothing to do with the concept of “file”. While the meaning behind this icon is unsure, one popular belief is that it is inspired by the artwork of Picasso, and therefore to represent different viewpoints of a same subject at once. The connection between this icon and its reasoning of design needs to be told instead of being picked up naturally, so it’s an arbitrary icon. Launchpad And here comes to the special features from MacOS — the launchpad. It was really confusing when the first time I use mac and found this icon on the left lower corner. “Is it a game logo?” is the first thing came to my mind after seeing this rocket icon. But after clicking on it, the purpose of it was clear: another screen of applications was shown, which resembles a typical screen of smartphone or tablet.
MacOS: launchpad Although the rocket icon is clearly associated with its name “launchpad”, which refers to the platform where rockets launch, what it refers to here in the mac has to be learned. Therefore, this icon could be a reference icon that refers launching apps as launching a rocket, or a arbituray icon if such association doesn’t relate in users’ mental model. There are no absolute “good” or “bad” icons. Different users may feel differently based on their own mental models. The purpose of icons is to guide users to move through the product smoothly and effectively, and to provide important information in an understandable manner.
The Widely use of some current icons doesn’t mean they are 100% perfect representations of target objects or concepts, and creation of new icons that aren’t familiar enough to users also doesn’t mean they are terrible designs. Usability test is always important to test if users can understand the icon. Users can always learn to understand a new icon, or new idea, but you really need to be cautious and try hard to let them understand.
Reference: https://blog.io/icons-for-windows-10-and-mac-x-24171c767ab5?source=rss—-eb297ea1161a—4.