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2011       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...
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 selec...
Text Fields• User input for naming or communication• Intuitive with PC.• OK with iOS or Android etc...• Annoying with cons...
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 ...
Mass Effect’s Interface• Most of this content sourced from Krystian  Majewski’s great posts at:  http://j.mp/4Itnhd  http:...
Character & HUD
Items
Other Problems: Navigation
Navigation & DialogueSpelling out awful button choices doesn’t make them good
Dialogue
The point of this is not to ‘slag off’ the Mass Effectdesign team - these are the kinds of problems thatyou find all over (...
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4:  Game UI Components
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Game Design 2: Lecture 4: Game UI Components

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This week's lecture looks at UI components and how to select the correct component for a data input / output need.

This lecture leans heavily on Kr

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Game Design 2: Lecture 4: Game UI Components

  1. 1. 2011 Game Design 2 Lecture 4: UI Components
  2. 2. Buttons etc.
  3. 3. Interaction Options• Push Buttons• Radio Buttons (toggle)• Sliders• Lists• Text Fields• Drop Down Menus
  4. 4. Radio Buttons• Used to either • toggle • OR select from a group
  5. 5. 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
  6. 6. Sliders• Adjust values with wide range.• Numeric ranges.• Music volume• Often used for settings• Analogue or Digital
  7. 7. 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
  8. 8. Text Fields• User input for naming or communication• Intuitive with PC.• OK with iOS or Android etc...• Annoying with console
  9. 9. Expand / Contract• Symbols used to open and close branches on a tree structure• Familiar from Windows / Mac OS
  10. 10. Summary• Each of these components has a specific place where they should be used.• Try to use the correct UI component in your designs.
  11. 11. 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 part of the Humble Synapse Bundle
  12. 12. Character & HUD
  13. 13. Items
  14. 14. Other Problems: Navigation
  15. 15. Navigation & DialogueSpelling out awful button choices doesn’t make them good
  16. 16. Dialogue
  17. 17. The point of this is not to ‘slag off’ the Mass Effectdesign team - these are the kinds of problems thatyou 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.

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