Part

Interface layout

You might say: where the signals sit

The arrangement of scene, controls and readouts determines what the player can notice without searching.

What it does
Preserves attention for decisions rather than navigation of the interface.
Ask
What must be glanceable during the core decision?

What to look for

  1. Scene, controls and readouts arranged together
  2. HUD information visible at a glance
  3. Signals that need no searching

Sources

  1. Ernest Adams, Fundamentals of Game Design, ch. 4, p. 90keep the user interfaces in games for children sim- ple and focused
  2. Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games, Perception; Signs and feedback; HUD grouping and clarityCognitive psychology is a discipline dedicated to understanding the human mind via mental processes such as problem solving, language, perception, attention, and memory.
  3. Celia Hodent, Developing UX Practices at Epic Games, slides 14–19: signs, feedback, clarity and HUD organizationEverything is important: from the text font, size, color, contrast, to all other information in your HUD: organization, hierarchy, context, iconography…

Use it on your project

teardown-apply: hold "Interface layout" (interface-layout) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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