• Push Buttons
• Radio Buttons (toggle)
• Text Fields
• Drop Down Menus
• Used to either
• OR select from
• Used to show more data than ﬁts in space
• Horizontal or vertical
• Often have arrows at each side to allow for
more controlled scrolling
• 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
• 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
• Each of these components has a speciﬁc
place where they should be used.
• Try to use the correct UI component in
Mass Effect’s Interface
• Most of this content sourced from Krystian
Majewski’s great posts at:
• Krystian Majewski’s
game Trauma is
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.