This project has been designed around Isabella Barbosa Silva's concept of Intentional Friction. Each interface is intended to break one or more usability heuristics in hopes to aid in creating an engaging player experience.
All designs were created to serve a conceptual horror game based in a powerplant that utilises a time focused gameplay while being actively hunted by unknown forces.
This interface requires players to manually swap batteries to power their torch. Deviating from standard UI guidelines, this design allows for incorrect battery configurations which prevent the torch from functioning. This subversion of error prevention is a deliberate choice to mirror the character's erratic mental state facilitated through their horror experience. By removing preventative measures, the interface requires the player to become more aware of the actions they take.
Inspired by first-generation operating systems, this interface utilises a three key navigation to simulate the unoptimized workflow of early home computers. The design subverts user control and freedom by omitting the standard 'Esc' key functionality. Instead, the 'Back' function is positioned at the bottom of each submenu. By removing the quick recovery, the simple navigation of the system becomes a tense puzzle where misinputs cost the player precious time.
While stealth games prioirtise weapon wheels for instantaneous access, this system utilises a slower inventory system for a limited number of tools. By requiring the player to manually deselect their equipped tool before selecting a new one, this design subverts flexibility and efficiency of use. This multiple step process with added transition times creates a cost for swapping active tools. This leaves the player to weigh the necessity of the tool against the cost of losing time in an environment where time is an essential resource.
Inspired by metallic maps found on walls of large buildings, this interface provides the player with a layout of their current environment. However, this map existing within the game world omits a player marker leaving the player to estimate their position. This interface subverts recognition rather than recall where the map emphasises the player learning their environment to place themselves on the map. By doing so, this interface facilitates learning a greater sense of spatial awareness.
This electrical box interface subverts visibility of system status by withholding confirmation of success or failure. By omitting immediate feedback, the player is left wondering if their actions have had an effect on the wider game world. This forces the player to move from the interface back into the game world to observe changes, helping to facilitate an investigative and curious play experience.
This interface reflects the overwhelming experience of reading a piece of text outside your realm of knowledge, in this case an electrical engineering manual. Subverting aesthetics and minimal design, the manual forces the player to engage with the entire document to single out relevant information that could help them solve puzzles. This helps the player engage in a greater critical thinking process for the simple action of reading.