Placement of UX (user experience)
Video games
For video games it's of the upmost importance to place the UX elements to the left, to the top, anyway away from the actual play space unless it's an important detail of info.
An example of an important design detail like Cappy running out of steam before he has to return; he has it where for the ones where he's on the Scarecrow there is an audio UX design that's to tell the player "hurry up!" while the visual one would be the fact of slowing down on spinning and creating no particle effects before he pulls back.
That diegetic design should be aimed at but is not needed at all times. The info being tucked away in a non-important area being the key part with the placement of it should be on a black void, somewhere it won't intrude on the player's gameplay unless it's something that's important but must be the least intrusive as possible and give the most amount of info as possible.
An example of this extreme case would be Breath of the Wild where you're climbing, gliding, etc. The change of colors and creating a simple UX element is what allows it to work for the given game at hand with the important info being told to the player still.
How to sneak in more diegetic design?
Look at Megaman X and the buster mechanic, have visually pleasing, easy to read info that fits within the world of the game. The buster being charged up you notice from hearing it rev up, the visual info changing as it does so.
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