GoodUI. Game UX Summit 2016 - David Lightbown - Untapped Resource Helping Ubisoft to Make Better Tools. Game UX Summit 2016 - Anders Johansson - Navigation Tools for The Division. Destiny's Tenacious Design and Interface. The animated GUI: lessons from Disney. Hearthstone: How to Create an Immersive User Interface. Developers, Please Copy These Player-Friendly Ideas From Arkham Knight. COM : Technology. I always think you should have some sort of philosophy when you design your software , this may not be a a opinion just related to UIs but i think it is important.
I think it is very good if you have a simple concept that a user can understand. The ideal case is if the two first pages of your Documentation makes the user "get it" and everything after that is following that rule. Classics is of course the UNIX concept of "Everything is a file", Or in HTML everything is done by tags, and even if you have to most fancy HTML tool in the world it helps to know a bit about what a tag is and some basics of how to write HTML manually. It makes the user understand what the application does, and makes it more predictable. Don't ever try to hide the the basics of the software, even though the user will almost only use high level functions to do fancy things, He or She will sooner or later want to do something by hand, just to have total control and then the app should let them!
Pasquale D'Silva - Designing with animation. Creating Outstanding Experiences for Digital Natives. Digital Natives are people who have grown up using technology from early childhood.
Their mother tongue is the digital language of computers, video games, and the Internet. These young people, usually between 15 and 25 years old, differ from Digital Immigrants (those born before 1985) in their perceptions of interactive products and the way they behave when using them. Their heavy use of interactive products makes them experienced and skilled users, but on balance the question arises: are Digital Natives as tech-savvy as they’ve been portrayed? And what do you need to consider when you want to design an excellent user experience for this target group?
We conducted an online survey among 200 Digital Natives to better understand this increasingly important target group. Technology is Intertwined in Their Lives Technology plays a key role in the lives of Digital Natives. Some facts: The majority of Digital Natives feel disconnected and “off the radar” without their phones. UI, UX: Who Does What? A Designer's Guide To The Tech Industry.
Design is a rather broad and vague term.
When someone says "I'm a designer," it is not immediately clear what they actually do day to day. There are a number of different responsibilities encompassed by the umbrella term designer. Design-related roles exist in a range of areas from industrial design (cars, furniture) to print (magazines, other publications) to tech (websites, mobile apps). With the relatively recent influx of tech companies focused on creating interfaces for screens, many new design roles have emerged. Job titles like UX or UI designer are confusing to the uninitiated and unfamiliar even to designers who come from other industries. Revui: Destiny Alpha. How We Made The Last of Us's Interface Work So Well. I'm super-glad there's an article out there like this, especially hot on the heels of the Deux Ex menu showcase.
I've gone through far too many programs, operating systems, and games that have had hilariously bad UI/UX design (I'M LOOKING AT YOU, EVERY SINGLE BETHESDA GAME), and things like this definitely help in getting people to appreciate when it's done well. I'm actually thinking of getting a career change to doing UX/UI design, and video games have been my primary interest. What does it take to get a job in UX, perhaps even specifically gaming UX, and what kind of experience do you recommend? And I mean everything from the obvious, like college majors or certification courses, to the less obvious, like everyday hobbies that involve heavy use of associated skills. Should add that I have absolutely zero computer science/programming background. Copywriting is Interface Design. Copywriting is interface design.
Great interfaces are written. If you think every pixel, every icon, every typeface matters, then you also need to believe every letter matters. When you're writing your interface, always put yourself in the shoes of the person who's reading your interface. Context Over Consistency. Should actions be buttons or links?
It depends on the action. Should a calendar view be in list-form or grid-form? The Blank Slate. Ignoring the blank slate stage is one of the biggest mistakes you can make.
The blank slate is your app's first impression and you never get a second...well, you know. The problem is that when designing a ui, it's usually flush with data. Designers always fill templates with data. Every list, every post, every field, every nook and cranny has stuff in it. And that means the screen looks and works great. However, the natural state of the app is one that's devoid of data. Unfortunately, the customer decides if an application is worthy at this blank slate stage — the stage when there's the least amount of information, design, and content on which to judge the overall usefulness of the application. Three State Solution.