"What Are UI and UX?
The terms UI and UX are sometimes (incorrectly) used interchangeably, but they have specific meanings.
UI, or User Interface, refers to the methods (keyboard control, mouse control) and interfaces (inventory screen, map screen) through which a user interacts with your game. UX, or User Experience, refers to how intuitive and enjoyable those interactions are.
To look at it another way: the UI of a car is its steering wheel, its pedals, the dials and controls on the dashboard; the UX of the car comes from intangibles like the brake pedal being responsive, the engine smoothly accelerating when you step on the gas, the gear stick having just the right amount of resistance - those things that make the car enjoyable to drive.
What Does a Good UI Do?
Put simply, the role of a good UI is to provide relevant information clearly and quickly, and to get out of the way once it has done its job. If you only take one bit of information from this tutorial, let this be it:
A good UI tells you what you need to know, and then gets out of the way.
We can go further and boil down the process of UI design to six fundamental questions:
Does this interface tell me what I need to know right now?
Is it easy to find the information I'm looking for, or do I have to look around for it? (Are the menus nested so deep that they hide information from the player?)
Can I use this interface without having to read instructions elsewhere?
Are the things I can do on this screen obvious?
Do I ever need to wait for the interface to load or play an animation?
Are there any tedious or repetitive tasks that I can shorten (with a shortcut key, for example) or remove entirely?"
from Game UI By Example: A Crash Course in the Good and the Bad
The video (below) on Hearthstone: How to Create an Immersive Interface also is a useful case study.
Universal design principles are not 'literally' universal, simply so generally employed that they seem universal. In reality they are the side effect of a mix of perceptual and psychological principles as well as a range of artistic conventions.
All art is composed of these basic elements:
•Line: a point extends to a line, horizontally, vertically, diagonally; lines may be straight, curved, dotted, broken, thick, thin, varied etc.
For example, Minecraft (see the image below) does not have emphasise its lines as design elements, they are a mere side effect of its geometry; however its geometry tends to create an environment made up of layered lines receding to the horizon, a simple, ordered world (that the player can then playfully disrupt).
•Shape: a 2D object created through a closed line with volume. A shape may be geometric (square, circle, oval, triangle) or organic (all others).
Since Minecraft is 3D, the 2D shapes are really more the texture sprites on the cubes, and all of them are squares, evoking retro pixel graphics, and therefore both nostalgia for old games as well as nostalgia for childhood.
•Form: 3D form, either physical (an actual 3D object), virtual (a 3D object in a game), or connoted (shading that suggests that form of an object). A form may be geometric (cube, sphere, cone) or organic (all other, e.g. people, animals).
In Minecraft the squares connote familiar simple structures such as childhood blocks, Lego, and toys. The characters have a cute simplicity that makes them charming, like a Lego figure. These simple shapes are a visible contrast with the innovative constructions people make in the game world.
•Colour: The perceived wavelength of light reflected from an object/screen. Colour is described in terms of hue, value and intensity/saturation, and come in tints, tones and shades.
Despite its retro, blocky shape, Minecraft has a fairly broad palette with subtle colour effects, such as fog and gradients, including ambient occlusion. This arguably conflicts with its retro style. For example early PC games had monochrome screens of green against black, then later 4-colour CGA cyan, magenta white and black, 16-colour CGA, and later 256 colour VGA (see Classic Colour Palettes: Video Games, the Wikipedia List of video game console palettes). However Minecraft still evokes these older games by only combining a few basic colours for each material and using high colour contrast. This implies a smaller palette range than it actually has.
•Texture: The perceived/actual tactile qualities of a surface, i.e. feel, appearance, thickness, stickiness (smooth, rough, silky etc).
Minecraft's crafting system is premised upon the properties of the blocks from which the world is made, so evoking the texture of these is a central part of its aesthetic: its charm is in 2D textures that represent more complex textures, even though the number of pixels on the screen would allow for realistic textures.
•Space: The area around, within or between images, often discussed in terms of positive (occupied by objects) or negative space ('white' space between objects), as well as figure-background (i.e. the depth of an image).
In Minecraft there is a simple distinction between an occupied square (with a material that can be mined) and an empty square (occupied by air), and the horizon is itself a negative space that is crafted by the player. However some materials, like water, create an interstitial space that is both occupied but which can be walked through.
Design principles help us create and evaluate a specific combination of design elements. The number of principles varies, but many are ‘universal’ in that they draw from commonly shared processes in biology, psychology and sociology:
•Pattern: perceived repetition creates visual interest and emphasis.
In the image below, from Diablo 3, there is consistent use of colour across each player's UI elements, e.g. red for health, which makes it easier to make sense of the UI. Another obvious patterns is that the colour of the terrain mirrors the types of enemies, and in terms of level progression we know that there are usually a series of battles with smaller minions followed by a major battle with a major boss.
•Contrast: reinforces object differentiation.
While Diablo traditionally had a dark palette appropriate for its dark/gothic fantasy, Diablo 3 's early screenshots created concerns among players because it had a visual style informed by World of Warcraft, with stronger and more cartoonish colour contrast. However, those who paid attention realised that the original colour actual did have a broad colour range, it was simply used in such a way that informed its darker mood. Diablo 3's colour contrast was, after testing, desaturated somewhat and ended up being less of an issue, emphasising mood and game elements, with a more realistic nod, although some fans argued there were too many visual effects (see Diablo Art Controversy).
•Emphasis: defines the trajectory of attention.
In the Diablo 3 image below, it's clear that the interface pushes the UI elements to the corners, to de-emphasise them, and the camera follows players as the focus of action. However at the same time the gameplay tries to distract and overwhelm players with swarms and FX so that players may panic and act in a manner against their interests.
•Balance: symmetrical or asymmetrical distribution of elements.
The player UI elements are symmetrically balanced in the vertical and horizontal axis, but each player's UI section is asymmetrical, with more elements on the screen's edge, meaning it intrudes less on the screen. The size of some enemies, such as the one highlighted in yellow below, also often evokes an asymmetry with players, i.e. they may seem more powerful than they are.
•Proportion/Scale: communicates relative size or position.
Physics engines handle the proportion and scale of 3D objects in a scene, although as noted above the different proportions of enemies and PCs creates a scale that is more epic. The small size of the player UIs is simply a side effect of limited screen real-estate - in single player games the UI takes up much more space, relative to the screen.
•Harmony (or ‘unity’): all design elements should cohere.
One thing that often creates harmony across visual design elements in games is 'post-processing', whereby everything on the screen is processed by a particular effect, e.g. by adding a film grain effect, brightening everything and so on. There is a post-processing mod that makes Diablo 3 "look less saturated and blurred" (see DarkD3 shader) which is an implicit criticism that Diablo 3's colour design is not in harmony, i.e. is inconsistent with, Diablo 1 and 2. The fact that Diablo 3 is a 3D game, whereas Diablo 1 and 2 were 2D sprite-based games, is another form of disunity across the franchise.
•Rhythm/Movement: placement can suggest movement.
In Diablo 3, the placement of the multiplayer UI mana globes next to the health bar (which itself ends in a point) suggests a line of movement, or energy, from empty to full across the two, even though technically they are separate. Level layout itself usually allows for player movement, but in the image below the barriers specifically constrain player movement, creating a more claustrophobic choke point. This creates a greater sense of focus, tension and energy in a smaller space, i.e. which creates a sense of energy and urgency, mirrored in the FX spell explosions.
Gestalt means "essence or shape of an entity's complete form". Gestalt psychologists believe that there are “laws” of perceptual organization which are found in all of humanity. Notable theorists are:
•Max Wertheimer (1880-1943),
•Wolfgang Köhler (1887-1967)
•Kurt Koffka (1886-1941)
Some good examples of Gestalt principles at work are optical illusions which can look like one of two different images at a time depending upon your focal point (such as the image to the right, which may look like a single face behind a candle, or two faces looking at one another).
Gestalt principles can be used in game design to control the attention of players, e.g. to influence where and what players look at, as well as to influence the meaning and comprehension of what is on the screen.
Proximity: features which are close together are associated.
In the image to the right we see columns before we see rows, owing to spatial proximity of the circles. Below, the icons are clustered into a group for each player - we recognise that the icons in proximity to a player's health bar belong to that player.
Similarity: features which look similar are associated.
In the image to the right, we see alternating columns of circles and squares more easily than rows of alternating circles and and squares. In the interface below, the colour helps us discriminate troops on a common side despite the diverse troop types and a busy map, minimising cognitive load.
Enclosure: Areas which can be seen as surrounded by others tend to be perceived as figures.
This principle complements figure-ground relations (below), in that an 'enclosed' item will be seen as a foreground or discrete figure.
Closure: Interpretations which produce 'closed' rather than 'open' figures are favoured.
The brain naturally completes an image suggested by design elements, e.g. an incomplete square or circle will be perceived as a whole. This can be exploited to evoke a shape with minimal design elements, minimising cognitive load. Below it is self-evident that a player will infer a continuous path between the arrows in the image.
Continuity: Contours based on smooth continuity are preferred to abrupt changes of direction.
The brain will complete a design by following lines of continuity. In the image below, from Defence Grid, we assume the left and right paths are continuous with themselves and don’t crossover. This could be exploited to trick players about enemy movements.
Figure-Ground: Scale, context and attention can determine which objects are foregrounded and which recede into the background.
Extends closure into the Z-axis. As an illustration of this Gestalt principle, it has been argued that it is easier to see Rubin's vase when the area it occupies is smaller (Coren et al. 1994, 377). The Gestalt principle of smallness would suggest that it should be easier to see the vase rather than the faces in the version on the left.
In Robot Wars we have a dense background but the heavy silhouette allows us to see the characters as being in the foreground without distraction.
As with 'universal' design principles, designing for interactive systems has given rise to design principles that are broadly adopted for interfaces of all sorts.
Jakob Nielsen, a renowned web usability consultant and partner in the Nielsen Norman Group, and Rolf Molich, another prominent usability expert, established a list of ten user interface design guidelines in the 1990s....
"Visibility of system status. Users should always be informed of system operations with easy to understand and highly visible status displayed on the screen within a reasonable amount of time.
Match between system and the real world. Designers should endeavor to mirror the language and concepts users would find in the real world based on who their target users are. Presenting information in logical order and piggybacking on user’s expectations derived from their real-world experiences will reduce cognitive strain and make systems easier to use.
User control and freedom. Offer users a digital space where backward steps are possible, including undoing and redoing previous actions.
Consistency and standards. Interface designers should ensure that both the graphic elements and terminology are maintained across similar platforms. For example, an icon that represents one category or concept should not represent a different concept when used on a different screen.
Error prevention. Whenever possible, design systems so that potential errors are kept to a minimum. Users do not like being called upon to detect and remedy problems, which may on occasion be beyond their level of expertise. Eliminating or flagging actions that may result in errors are two possible means of achieving error prevention.
Recognition rather than recall. Minimize cognitive load by maintaining task-relevant information within the display while users explore the interface. Human attention is limited and we are only capable of maintaining around five items in our short-term memory at one time. Due to the limitations of short-term memory, designers should ensure users can simply employ recognition instead of recalling information across parts of the dialogue. Recognizing something is always easier than recall because recognition involves perceiving cues that help us reach into our vast memory and allowing relevant information to surface. For example, we often find the format of multiple choice questions easier than short answer questions on a test because it only requires us to recognize the answer rather than recall it from our memory.
Flexibility and efficiency of use. With increased use comes the demand for less interactions that allow faster navigation. This can be achieved by using abbreviations, function keys, hidden commands and macro facilities. Users should be able to customize or tailor the interface to suit their needs so that frequent actions can be achieved through more convenient means.
Aesthetic and minimalist design. Keep clutter to a minimum. All unnecessary information competes for the user's limited attentional resources, which could inhibit user’s memory retrieval of relevant information. Therefore, the display must be reduced to only the necessary components for the current tasks, whilst providing clearly visible and unambiguous means of navigating to other content.
Help users recognize, diagnose and recover from errors. Designers should assume users are unable to understand technical terminology, therefore, error messages should almost always be expressed in plain language to ensure nothing gets lost in translation.
Help and documentation. Ideally, we want users to navigate the system without having to resort to documentation. However, depending on the type of solution, documentation may be necessary. When users require help, ensure it is easily located, specific to the task at hand and worded in a way that will guide them through the necessary steps towards a solution to the issue they are facing."
Also see:
UI Design Principles (Useful page discussing UI design principles, including wireframes, components and design patterns)
20 Principles in UI Design (Slides summarising design principles)
Below is is a fairly representative UI sprite sheet that contains all the sprite assets that would be integrated into a game. Usually this would be imported as a single asset, and sliced into multiple, individual sprites.
The video below provides a useful introductory overview of game UI issues: So You Want to Make Games: User Interface Design (12 minute video). Its key points are:
The UX designer maps out all the information in a game and translates that into a wireframe which the UI designer realises as final, polished UI assets. Both follow visual and motion graphics principles.
Visual Design UI principles:
Understand your audience: What does the player connect with? What info are they looking from?
Genres have very specific UI requirements, e.g. card based games, 4X games and simulations have many UI elements, whereas narrative-based games may have a stripped back UI.
Understand your game systems: e.g. you need to know all the different game modes to create consistency across the game in terms of layout, colour, fonts and so on.
Choose an appropriate layout: there needs to be a meaningful relationship between UI elements and their signficance, e.g. an enemy health bar should be near the enemy's name.
Motion graphics ('mograph') moves the focus from simply the visual design to the subtlety of highlighting and animation:
Responsiveness: clicking should feel easy, immediate and enjoyable.
Intention: you should have a clear pathway for choices.
Awareness: elements should be spatially related to their function.
Consistency: repeated motion patterns created established behaviours.
Physical intuition: elements are stylised to suit the game and feel natural, e.g. sweeping movement of grandeur vs playful paper feel.
Game user interface design is not just 'creating UI elements' it's more about solving information problems.
You should look at as many other game interfaces as possible to learn good (and bad) UI examples and principles.
You should re-create existing interfaces as a way of learning how they work.
The article cited at the start of this page, Game UI By Example: A Crash Course in the Good and Bad provides some specific questions to ask to determine if something is a good UI:
Does this interface tell me what I need to know right now?
Is it easy to find the information I'm looking for, or do I have to look around for it? (Are the menus nested so deep that they hide information from the player?)
Can I use this interface without having to read instructions elsewhere?
Are the things I can do on this screen obvious?
Do I ever need to wait for the interface to load or play an animation?
Are there any tedious or repetitive tasks that I can shorten (with a shortcut key, for example) or remove entirely?
It then discusses some bad examples:
FallOut 3's Pipboy animation becomes irritating after repeated use.
Oblivion's inventory wastes UI space.
Far Cry 3's interface elements intrude over the immersive 3D space.
... as well as some good examples, such as:
Morrowind has UIs that can be dragged around the screen, set to toggle on or off at choice, has an efficient inventory grid, with options for resizing the inventory screen and map zooming, such that everything is just one clock away.
Beyond Good and Evil avoids the issue of text entry with a controller by providing a quickly scrolling infinite ribbon of letters and numbers in sequence.
Homeworld dealt with the problem of representing 3D movement on a 2D plane by providing clear lines defining dimensions, a crosshair at the centre of a range circle, a movement line listing the distance, a line defining the vertical offset from the plane.
Crusader Kings 2 is a game with a lot of UI elements, but deals with this by providing a host of Help boxes, as well as tooltips for icons, explaining the underlying mechanic for the element the icon represents...
After discussing its examples, it recasts its six fundamental questions of UI design as six general UI design guidelines:
Predict what the user wants to know, and give them that information.
Information must be easy to find.
Your UI should be easy to use and navigate. Use established patterns where you can: Everyone knows that Ctrl-Click adds items to the selection, so don't make it swap items instead.
Make the user's location in the menu system obvious, and make it obvious where the user can go and what they can do from there.
Minimise load times and avoid animations in your menus.
Eliminate or simplify repetitive tasks.
The Gamasutra article 6 Examples of UI design that every game developer should study provides one good example for each of its examples (images to the right):
Clash Royale - 'surface and scroll'
Half Life 2 - 'dynamic and aural'
Hearthstone - 'tactile and clear'
Overwatch - 'compact and centred'
Assassin's Creed - 'less is more'
Dead Space - 'integrated and attractive'
The following articles provide some other resources on game user interfaces:
Good Design, Bad Design: The Best & Worst Graphic Design in Games (16 minute video)
Utilizing 3 UI and US Design Factors to Improve a Video Game's Look and Feel (short article)
Common Mistakes in Video Game User Interfaces (short article)
User Interface Design in Video Games (Gamasutra article based on a thesis)
The UI and UX of Arboreal (short case study)
You should create your own library of UI examples, and include a range of references of relevant UIs whenever you work on designing a game, but pinterest boards can provide a useful starting point:
Game Tutorials
Video Game Tutorials - How Do They Teach? (Gamasutra article by Nathan Hedges)
Game user interfaces have their foundation in the history of computer interfaces. The following brief history of UI in video games provides a good overview: