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2013

Game Design 2
Lecture 4: UI Components
Buttons etc.
Interaction Options
• Push Buttons
• Radio Buttons (toggle)
• Sliders
• Lists
• Text Fields
• Drop Down Menus
Radio Buttons
• Used to either
• toggle
• OR select from
a group
Scroll Bars
• Used to show more data than fits in space
• Horizontal or vertical
• Often have arrows at each side to allow for
more controlled scrolling
Sliders
• Adjust values with wide range.
• Numeric ranges.
• Music volume
• Often used for settings
• Analogue or Digital
Lists & Drop Downs
• Used to display ordered data
• Used to allow navigation
• Can be single or multiple select
• Either selection can move or list can move
Text Fields
• User input for naming or communication
• Intuitive with PC.
• OK with iOS or Android etc...
• Annoying with console
Expand / Contract
• Symbols used to open and close branches
on a tree structure

• Familiar from Windows / Mac OS
Summary
• Each of these components has a specific
place where they should be used.

• Try to use the correct UI component in
your designs.
Mass Effect’s Interface
• Most of this content sourced from Krystian
Majewski’s great posts at:
http://j.mp/4Itnhd
http://j.mp/6FXxR9
http://j.mp/5s7At5

• Krystian Majewski’s
game Trauma is
on Steam
Character & HUD
Items
Other Problems: Navigation
Navigation & Dialogue

Spelling out awful button choices doesn’t make them good
Dialogue
The point of this is not to ‘slag off’ the Mass Effect
design team - these are the kinds of problems that
you find all over (most) games.
We want to set a higher expectation here.
Everything you design MUST have a purpose.
You MUST think about the user at all times.
Have a good reason for your design decisions.
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI Components

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Game Design 2 (2013): Lecture 4 - UI Components

  • 1. 2013 Game Design 2 Lecture 4: UI Components
  • 3. Interaction Options • Push Buttons • Radio Buttons (toggle) • Sliders • Lists • Text Fields • Drop Down Menus
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. Radio Buttons • Used to either • toggle • OR select from a group
  • 9. Scroll Bars • Used to show more data than fits in space • Horizontal or vertical • Often have arrows at each side to allow for more controlled scrolling
  • 10.
  • 11.
  • 12. Sliders • Adjust values with wide range. • Numeric ranges. • Music volume • Often used for settings • Analogue or Digital
  • 13.
  • 14. Lists & Drop Downs • Used to display ordered data • Used to allow navigation • Can be single or multiple select • Either selection can move or list can move
  • 15.
  • 16.
  • 17. Text Fields • User input for naming or communication • Intuitive with PC. • OK with iOS or Android etc... • Annoying with console
  • 18.
  • 19.
  • 20. Expand / Contract • Symbols used to open and close branches on a tree structure • Familiar from Windows / Mac OS
  • 21.
  • 22.
  • 23. Summary • Each of these components has a specific place where they should be used. • Try to use the correct UI component in your designs.
  • 24. Mass Effect’s Interface • Most of this content sourced from Krystian Majewski’s great posts at: http://j.mp/4Itnhd http://j.mp/6FXxR9 http://j.mp/5s7At5 • Krystian Majewski’s game Trauma is on Steam
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34. Items
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 43. Navigation & Dialogue Spelling out awful button choices doesn’t make them good
  • 44.
  • 46.
  • 47.
  • 48.
  • 49. The point of this is not to ‘slag off’ the Mass Effect design team - these are the kinds of problems that you find all over (most) games. We want to set a higher expectation here. Everything you design MUST have a purpose. You MUST think about the user at all times. Have a good reason for your design decisions.