ux & ui design

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UX & UI Design Jaanus Jaggo

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Page 1: UX & UI Design

UX & UI DesignJaanus Jaggo

Page 2: UX & UI Design

Today’s topics

● User Experience and User Interface● Subway legibility● Types of UI● Menu design● Tips

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UI vs UXUX (User Experience) design - is the process of enhancing customer satisfaction by improving the usability, accessibility, ease of use.

UI (User Interface) design - is the process of making the product more attractive, guiding and responsive.

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UX DesignWhat information should the player have on his screen? Where? When?

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Create visual hierarchy

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Balance● Rules● Space and void● Consistency

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Efficient use of screen space

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Positioning

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SECONDARY INFORMATION

SECONDARY INFORMATION

CRUCIAL INFORMATION

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Subway-Legibility

9http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility● Easier tutorialization● Improves organic discovery● Easier marketing

10http://stfj.net/DesigningForSubwayLegibility/

VS

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Subway-LegibilityPrincipal of three reads:

● First read

11http://stfj.net/DesigningForSubwayLegibility/

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Subway-LegibilityPrincipal of three reads:

● First read● Second read

12http://stfj.net/DesigningForSubwayLegibility/

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Subway-LegibilityPrincipal of three reads:

● First read● Second read● Third read

13http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

14http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

15http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

16http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

17http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

18http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

19http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

20http://stfj.net/DesigningForSubwayLegibility/

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Subway-Legibility

21http://stfj.net/DesigningForSubwayLegibility/

Using animation to swap reads

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Subway-LegibilityToggle to the forth read

22http://stfj.net/DesigningForSubwayLegibility/

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Lecture taskPick a screenshot of a game and mark reads with following colors:

First read: Green

Second read: Yellow

Third read: Red

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Example:

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UI designUI design is a subset of UX design.

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Art DirectionArt direction for AAA UI: https://youtu.be/kjbxxbmJCh0

Without art direction:

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Gestalt theory and Usability

26Art Direction for AAA UI: https://youtu.be/kjbxxbmJCh0

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Usability

1. Make elements perform predictably2. Maintain high discoverability (eg. clear labels)3. Every element must serve a purpose.4. Respect the user’s eye and attention regarding to layout.5. Minimize the number of actions to perform a task.6. Put controls near objects the user wants to control.7. Keep users informed via system responses.8. Reduce user burdens (eg. pre-filled forms).9. User reusable design patterns.

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Define your UI style

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Example of League of Legends UI Style Guide:https://www.behance.net/gallery/57207157/League-of-Legends-In-Game-UI-Style-Guide-2016

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UI design● Menus● In game UI

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Types of in game UI

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non-diegetic spatial

meta diegetic

no

no yes

yes

Is the representation existing in the fictional game

world?

Is the representation visualized in the 3D game space?

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Types of in game UIIn game UI:

1. Non-Diegetic2. Diegetic3. Meta4. Spacial

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D

A

C

B

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Types of in game UI

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Types of in game UI

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Dead Space integrated UI

Game is still running while the menu is open. 34

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Ammo counters

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Minimaps

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Alternative for Minimaps

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Tooltips

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Use the same font

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Plan ahead

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Controller supportMake sure that all the functionality is accessible with controller.

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Controller support

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Confirmation

Place the preferred option to right.

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On mobile games this is typically reversed. More tips about designing UX for mobile games.https://uxplanet.org/game-design-ux-best-practices-guide-4a3078c32099

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Accessability

44https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943

1 in 100 people are green-blind

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Accessibility

45Subtitles, and not just for dialogue

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Menu DesignYour game experience starts in menu

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Splash screen is OK, but a montage video is too much!

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Design rules for menus● Allow players to skip the splash screens● Make “Continue” the first option in main

menu● Automatically save settings once they are

changed● Use ‘A’ to advance and ‘B’ to go back● Allow players to quit to desktop

47https://kotaku.com/5955855/the-ten-commandments-of-video-game-menus

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Menu examples

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Menu examples

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Menu examples

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Good UI design needs time and iterations

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Evolution of Hearthstone UI

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Group task - create UI mockups for your game● Mockups - layouts of user interface

views○ Your mockups should have enough

space for writing text inside.○ Give names to your buttons,

headers and text fields.○ Add connections / arrows that show

how the views are connected.

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The mockups should include:● Head-up display (HUD).● All the menu views.

Add to your project wiki page. Deadline: before next milestone presentation

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Next week

● PolishingAll the tiny (or not so tiny) things that make your game so much better!

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