After taking a look at psychological aspects of communication as well as technical aspects of game design and development, this blog entry should combine those topics and analyse how video games can actually benefit communication.
While many young people struggle to fit into society and are faced with prejudices and hate, in online games they can find communities where they are accepted no matter they equity, religion, sexual orientation or other aspects.
Video games are especially a safe space for people:
A very big problem for people not getting the help they need with psychological problems is often fear. Individuals fear judgment they would receive from others, change, and the unknown. There are many mental blocks and stereotypes that get stuck in our heads due to social stigmas that need to be removed. However, this is not an easy process. In the following, a few creative solutions will be presented.
Campaigns
Educational campaigns serve to disseminate information about specific facts, products or regional conditions in a targeted and widespread manner. In the area of health, the aim is to educate/inform about health risks that result from a certain behavior, are associated with the consumption of certain products or arise from regional conditions. At the same time, information is usually given on recommended behavior.
The Austrian Federal Association for Psychotherapy has launched #mehrpsychotherapiejetzt.
The Campain Goals are: More places for psychotherapy financed by health insurance funds The destigmatization of mental illnesses, because going to psychotherapy is as normal as treatment for physical illnesses. Psychotherapy for all on a health insurance voucher, i.e. a complete abolition of quotas.
Let´s Talk in an illustrated Mental health Campaign.
It´s natural for feelings, thoughts, and emotions to build uo over a period of time. This can create, loneliness, feelings of isolation and stress amongst many other things. The illustrator Nayantara Surendranath worked with Disney Star on their mental health campaign to address these very issues, to encourage people to voice their feelings and to speak to a mental health professional should they need to.
Books
Picture books are a great tool to educate children in particular and to prevent stigma and prejudice against therapy.
Keith Negley – Tough Guys (have feelings too)
A boldly illustrated picture book read-aloud about how everyone gets sad—ninjas, wrestlers, knights, superheroes, everyone . . . even daddies have emotions to show destigmatize men not having feelings. Did you know that wrestlers have feelings? Knights do too. Even superheroes feel sad sometimes. In fact everyone has feelings – even dads who love their children! Children will love to recognise the feelings in Keith Negley’s bold illustrations which accompany a fun-to-read aloud narrative. Parents can enjoy and engage with children in a light-hearted discussion about emotions and how they affect us all.
Exhebitions
Interest in the use of museums to address mental health stigma seems to be growing. In its 2022 Trendwatch report, the American Alliance of Museums devoted an entire section to how museums can be community pillars in the realm of mental health, and another section to how museums can be pillars for the education of children and also for adults.
Mental Health: Mind Matters
A new traveling exhibit called Mental Health: Mind Matters, which has just opened at Museum of Science Bosten, points toward a potentially different way to initiate conversations about mental health issues that can engage parents and children alike. Addressing stigma among children is especially important since we know that negative stereotypes are absorbed during childhood as part of the socialization process (including from popular media such as movies), such that they are considered to be part of the general knowledge about the world that one takes for granted by the time one reaches adulthood.
MENTAL: Colours of Wellbeing
MENTAL: Colours of Wellbeing is not an exhibition about mental illness, treatments or cures. It is a welcoming place where you can confront societal bias and stereotypes around mental health. MENTAL invites you to embark on an intimate and personal journey that explores the many different ways of being, surviving and making connections, that have become of increasing importance to us all. This exhibition features 24 interactive exhibits, art projects and large-scale installations by international artists, makers, scientists and designers that reflect a range of perspectives on mental health and ways of being. In addition, there are seven artworks by Singaporean and Southeast Asian artists that explore mental health from a uniquely Southeast Asian perspective.
In the HUD, graphics are used to present important information to players, like score, health, time, item count, location, and direction.
Health
Health is often displayed as a number, percentage, icon, or bar, showing the range of full health to empty. A typical health bar shows full health on the left and low health or death on the right. Some health bars also show the state of bonus health with different graphics and colors. To inform players, games often show the percentage or amount of health being gained or lost, and in some cases, the health bar or number will flash when a character‘s health gets too low. The health widget should be placed close to the action, such as in the upper-left or upper-right corner or bottom center, so that the player can assess their health state quickly without it covering the gameplay.
Score
The score widget can be displayed in the top left, top middle, or top right, opposite of the health stats, and should provide feedback when the player‘s score increases, such as by increasing the total, flashing graphics, or cutscenes for important milestones. The placement of these HUD components may also depend on the camera focus and gameplay.
Timers
Timers are usually displayed in the top center or bottom center of the screen, and during the final countdown, they can alert the player through flashing, changing color, and sound effects.
Ammo count
In shooter games, the ammo count is an important part of the Head-Up-Display. There are various ways to display the ammo count such as showing it close to the weapons and ammo count, indicating when the weapon runs out of ammo, changing the count‘s color, displaying an empty ammo clip graphic, or using a sound effect when the player tries to shoot with an empty gun clip. In shooter games, the location of the ammo count can vary based on the point-of-view (POV) used. In third-person POV, the character is usually in the bottom center of the screen, so the ammo count is displayed in the upper-right or upper-left corner to avoid obscuring the character. In first-person POV, the focus is in the center of the screen, so the ammo count is best placed in the mid-bottom part of the screen. In newer sci-fi games, the ammo count is integrated with the weapon itself, eliminating the traditional ammo count component.
Reticle
A reticle is a cursor used for targeting and indicating interactions or the direction of a projectile. The reticle should be easily noticeable and customizable for different weapons, items, and interactions. In first-person and third-person games, the reticle is typically placed in the center of the screen, while in RTS and top-down games, it is controlled with a right stick. To indicate a hit or positive interaction, the reticle should change shape or color.
Minimap
A minimap should be included in games where it‘s important for players to know the location of different elements, such as teammates, enemies, etc. The minimap should be a small, top-down map and can include a compass, off-screen indicators, and objective markers. To ensure it doesn‘t take up too much space, it should occupy no more than 1/8th of the screen and have limited details displayed. The minimap should be placed in a corner of the screen that is not where most of the gameplay takes place as it provides secondary information.
The heads-up display (HUD) is an essential component of video games that displays important information to the player on the screen during gameplay. A good HUD design should be unobtrusive and aid the player without being distracting. Examples of HUD elements are mini-maps, health bars, and ammo counts. Some games even allow the player to customize the HUD to their preferences. The HUD should be easily visible in all lighting and environmental conditions.
HUD design choices
The choice of heads-up display design for a video game depends on the game‘s genre and style. The amount of information to be displayed to the player should also be considered. For example, in the Halo game, the HUD is comprehensive and displays all the information the player needs. However, this design may not be suitable for other games like Tomb Raider, where the HUD is minimalistic and only shows necessary information that changes based on player actions.
When designing a video game heads-up display, it‘s crucial to keep it from overpowering the screen and becoming a distraction to the player. It‘s important to assess if the features included in the HUD are actually necessary and helpful to the player. For instance, in a first-person shooter game, it may not be necessary to display the weapon the player is holding if they are already aware of it. A good example is Grand Theft Auto 5, where the HUD displays all necessary information without cluttering the screen. The HUD only appears when needed and quickly disappears, providing the player with information when necessary without being a distraction.
HUD Trends
Many game companies are moving away from the traditional, static HUD that displays a lot of information to the player. They aim to create a more immersive experience where the player forgets they‘re playing a game. Games like Dead Space use interactive cues instead of a traditional HUD to give the player information, such as audio cues to indicate low health. As game development progresses, more creative and non-visual elements are being used to replace traditional HUDs, to create a more immersive experience for the player.
The key to designing a good UI or HUD for a game is to conduct research on the genre, test on the audience, and refine the design. The first step in the process is to play or watch videos of several games within the genre or on the target platform. This helps to identify general conventions which can reduce the cognitive load for players who are familiar with playing similar games.
Accesibility
Designing game UI with accessibility in mind is crucial. Accessibility should be a priority from the start, considering factors such as impaired vision, hearing, and physical control abilities. Game accessibility guidelines should be applied (gameaccessibilityguidelines.com). Controls should allow players to carry out tasks easily and have muscle memory. Deviating from common control trends may negatively impact the player‘s experience.
Digital tools to improve accessibility, such as Stark (= Adobe XD plugin) for checking contrast and color should be used. Accessible Colors and Color Oracle, and the Harding FPA suite of applications to avoid seizure triggers are also important. In general fixing accessibility issues during the design phase is easier and less expensive than trying to retroactively fix them. Improving accessibility can also improve usability for all players.
Target group
The target group should be taken into account when designing the controls. Factors to consider include the player‘s experience level, age (children have smaller hands and less dexterity), and playing environment (near a monitor or on a TV from a distance). One should exercise empathy by imagining specific players and their needs. Seeking advice from experts, specialists, and disabled gamers through user research and social media is recommended.
Prozess
For prototyping tools like Adobe XD are recommended. They help to identify limitations and weaknesses in the design, and allow fast iteration and testing. Testers can access the prototypes from the cloud, and test the work on their device to identify any shortcomings.
The process of improving the user interface and user experience of a game involves constantly testing and iterating. This can be done by having users play an unfinished version of the game to see if the design is engaging. It is important to gather feedback and make changes to enhance the overall quality of the UI. Ideally, this should be done in an environment that allows recording players and gameplay. Interviewing or surveying players after the session is also helpful. Feedback can be used to identify and remove pain points and make changes to the UI, control, and game design.
The design of a user interface varies depending on the genre, theme, and style, but there are fundamental guidelines to create a good UI.
Research
Designing a user interface for a video game involves considering the conventions and successful design patterns used in similar games. It is recommended researching and looking to other games in the same genre for inspiration. It‘s important to understand the conventions of the genre, such as the placement of health bars, and the color coding used for different elements. The UI should also match the theme of the game, taking into account how other games with similar themes approach their aesthetic. However, it‘s important to follow conventions, there‘s also room for creativity and innovation in UI design.
Right Placement of UI Elements
This is done through wireframing, where a greyscale diagram is created to show what the UI will look like. During this process, the focus is on the placement and shape of UI elements, not on color. The idea is to ensure the fundamentals of UI and UX are solid before adding the aesthetic elements. The wireframe structure should be based on the genre of the game and the UI should be based on the theme of the game. To design effective UI, it‘s important to always keep the player‘s perspective in mind and anticipate how they will interact with the UI.
Hierarchy
When designing UI, it is important to consider what information the player is likely to want to know or see, and arrange the UI elements in a hierarchy of importance. The inventory screen in „Dark Souls“ is a good example, where the inventory is the main focus and the controls are secondary. It is also effective to gate off information, reducing the amount of UI elements on the screen to draw attention to the most important elements. Clutter is the main factor that can cause a game‘s UI to fail. Multiplayer games are particularly prone to having cluttered visuals, as they often require players to attend to many tasks simultaneously while only having one screen to do it all on. This includes gameplay, upgrading, strategizing, executing special attacks, reading a map, and communicating with other players.
Animation
Animation can be used to enhance the visual design of the UI, making it more appealing and lively. This could be in the form of a subtle pulse effect or moving backdrop. However, it should not detract from the functionality of the UI and should guide the player‘s eyes to the information, the interface, and menu options. The text should be easily readable to ensure the player knows where to focus.
Feedback
In designing UI it is important to gather feedback from players. It is crucial to ask for their opinions on icon design as the meaning of an icon may be different for different people. It is best to ask open-ended questions about what they think the UI is trying to convey and what they expect to happen when they press certain buttons. Also, it is important to gather feedback about their experience with the UI and identify any confusion or misunderstandings. Always prioritize the player‘s experience and never assume what they think.
There are 4 types of visual representation in game UI design: diegetic, non-diegetic, spatial and meta. Diegetic UI elements are seen or heard by the character and fit within the story‘s context. Non-diegetic elements exist outside of the game or story and only the player sees them. Spatial elements are represented within the game space but not visible to characters. Meta elements are contextual to the game but not represented in the game space. It‘s important to understand the meaning and use of these types.
Non-diegetic
Non-diegetic UI components are those that do not exist within the story or space of a game. These components are only seen by the player and not by any of the characters in the game. The design, placement and context of these components are critical for a good player experience. Examples of non-diegetic components in video games are stat meters that track points, time, damage, and resources.
Diegetic
Diegetic UI elements are those that exist both within a game‘s story and space, and are known by the characters in the game, including the player‘s avatar. A challenge in using diegetic components is in scaling, as a small component like an in-game speedometer may not be easily visible.
Spatial
Spatial UI elements are located in the game space but characters in the game don‘t see them. They often act as visual aids to help players select objects or point out landmarks.
Meta
Meta UI components exist in the game‘s story but not in the game space. They can be subtle, like a layer of dirt accumulating on a 2D plane, or they can be prominent like shaking, blurring, or discoloring of the field of view to show player damage.
Playing video games is one of my hobbies, but I often noticed that poor UI and UX can detract from the overall gaming experience. I have come to realize that something as small as a game‘s user interface can have a huge impact on the quality of the game and lead to less enjoyment.
This sparked my interest in understanding what constitutes good UI in games and how it differs from UI in websites. With this goal in mind, I decided to dive into this topic and gain a better understanding of good and bad practices for game user interfaces.
My focus will mainly be on AAA games. I want to find out what the best methods for developing user interfaces are, as well as determine if there are general principles for designing user interfaces in games.
Another area of interest for me is the essentials for a good head-up-display (HUD) in games. I am curious about how much information is appropriate for a HUD, as well as the most common HUD components and how they can be effectively visualized.
Additionally, I want to explore the process of prototyping UI and UX in games, as I believe that the prototyping process in games may differ from that of websites.
Before i get more into the topic of user interfaces in gaming, it is important to find out what a user interface is in general and which topics it covers:
What is UI-design?
The field of UI design focuses is the aesthetic design of all visual elements of a digital product‘s user interface. It is distinct from UX design, which focuses on optimizing of user satisfaction by improving the usability and accessibility of a product. UI designer are involving users preferences and are trying to create an interface that fulfills them. It has become an important tool for connecting with users and is vital for building customer loyalty and brand recognition.
What is a User Interface?
A user interface is the point of interaction between a person and a computer system or device. This includes elements such as display screens, keyboards, and the appearance of a desktop. The goal of a UI is to enable users to effectively control the computer or device they are interacting with by making it intuitive, efficient, and user-friendly.
What is a good User Interface?
„A user interface is like a joke. If you have to explain it, it’s not that good.“ – Martin Leblanc
Good user interface design is creating an enjoyable experience for users. Poor UI design can lead to confusion and frustration for users, making it difficult for them to complete their task flow. The are many principles for good UI design, some of the important are:
minimizing cognitive load by avoiding unnecessary information
maintaining consistency throughout the interface
prioritizing clarity over complexity
giving users control over their interactions
and making the design invisible to the user.
Types of User Interfaces
GUI
A Graphical User Interface (GUI) is the most common type of user interface that most people are familiar with. It allows users to interact with a computer by using a mouse, trackpad, or other input device to point and click on graphics or icons on the screen. GUI has several advantages such as being self-explanatory, easy to use, and not requiring memorizing command lists.
Touchscreen GUI
A Touchscreen Graphical User Interface (GUI) is similar to the regular GUI, but it allows users to interact with a device by using their fingers or a stylus to select icons and perform tasks, instead of a mouse or trackpad. These interfaces are commonly found on tablets, smartphones, and medical devices like insulin pumps.
CLI
A Command Line Interface (CLI) is a type of user interface that allows users to interact with a computer by typing in commands. This type of interface is not commonly used in everyday consumer products, but it is still used in certain situations. With CLI, users type instructions into the command line, which directs the computer to a specific file or directory. From there, a range of commands become available, such as retrieving files or running programs.
Menu-Driven Interface
A menu-driven interface is a type of user interface that presents users with a list of commands or options, usually in the form of a menu displayed on the screen. An example of a menu-driven interface is an ATM machine.
VUI
A Voice User Interface (VUI) is a type of user interface that allows users to interact with an application using voice commands. They do not require clicks or swipes, but instead accept user input through spoken commands. These interfaces are used in voicebot or smart speaker technology and well-known examples include Amazon‘s Alexa and Apple‘s Siri.
User Interfaces on Websites or Apps
There are different types of user interface elements that are used to build interactive websites or apps. These elements provide touchpoints for users as they navigate and interact with the product. The four main categories of user interface elements are: input controls which allow users to input information into the system, navigation components that help users move around a product or website, informational components that share information with users, and containers that hold related content together.
User Interfaces in Games
A video game user interface is a design that provides players with tools to navigate, gather information and achieve objectives in the game. This includes elements like life bars, coin counters, maps, etc. Effective UI design in video games is critical and requires careful consideration of functionality and detail, much like mobile app UI design.
Why are User Interfaces in Gaming important?
The design of a game‘s user interface is crucial for players to understand gameplay mechanics, access relevant information, and start playing quickly. A well-designed UI with good storytelling, animations, graphics, mechanics and user experience can increase playtime and lead to more purchases. The quality of a game‘s UI has a significant impact on potential customer behavior and revenue.
In one of my previous blogposts I was talking about the various touchpoints between companies and teenagers. To dive a bit deeper into the topic I analyzed different formats on their performance, strengths and weaknesses. The results are the following:
Selfcheck tests
There are a tons of selfcheck tests online, where people can test theirself on their skills and personality. In the end the test will present you some professions which might suit your strenghts. I tested a few of them and I they are all quite similar. One which stood out (negatively) was “Berufskompass” by AMS.
The design was really unsexy and not really appealing (at least to me). There are inconsitencies in their design propals (e.g. different formats in four sections – list, cards, checkboxes, …)
Some questions at the last part of the test were almost the same – just asked differently.
I would think that lots of the questions were quite difficult to understand. Especially when thinking of young people taking the test
Company website
Companies who train a high number on apprentices each yeat are likely to have a company/job website specifically for apprenticeships. Small businesses mostly have a section in their job offers on their carreer subpages or does not have any vocational positions displayed. The company website of voestalpine.com/lehre has a really clear structure. The provided information is attracting young people as well as their parents. They have an extra section for parents which in my opinion is a good aspect as they are involved (to a certain point) as well.
Social Media is nowadays one of the must haves when it comes to communication and branding of the company. Especially when it comes to addressing young people. A lot of companies are on Facebook, Instagram and even a few businesses are posting on TikTok. Not so many youths are active on Facebook – which makes Instagram and TikTok the number 1 tools.
I found an account on TikTok, which is posting insights of several apprenticeships and jobs.
nice idea of presenting jobs in a really short video
might be very appealing for young people (but I am not to judge)
account is also posting other content which is not related to jobs/work
Beim Gestalten von User-interfaces und dem Kreieren von User Experience kann viel von Videospielentwickler*innen abgeschaut werden. Diese sind dafür verantwortlich unterhaltsame Erlebnisse an Spieler*innen zu liefern und damit die Spielerinnen und Spieler nicht nur zu motivieren, sondern auch zum Wiederkehren zu bewegen. Entwickler*innen von Spielen definieren Spielmachaniken und Regeln und testen und verbessern die Gameplayerfahrung. Sie loten die schmale Gradwanderung zwischen Sieg und Niederlage aus und balancieren das Spieleerlebnis durch das gesamte Spiel, sodass die Spielenden nicht zu gelangweilt aber auch nicht zu überfordert sind. Diese Ausgewogenheit an Prinzipien sollte man auch in anderen gamifizierbaren Bereichen anwenden, um die User*innen Experience auf ein neues Level zu bringen.
Schon wieder Effizienz
Seit Jahren war die Websiteentwicklung darauf ausgelegt, effizient zu sein. Websites sollten schnell die Informationen liefern, nach welchen die User*innen Ausschau hielten. Diesen Effizienzgedanken hielt man seither fest, egal ob es sich um Informations-Websites (Enziklopädien und Nachrichten), Unternehmenswebsites (bsp: AVL:
https://www.avl.com/?avlregion=GLOBAL&groupId=10138&lang=en_US ), E-Commerce-Websites, Blogs oder Finanz- oder Regierungswebsites handelt. Für meine Forschungsfrage möchte ich in späterer Folge auf interaktive Websites eingehen, da der Sinn von Unternehmen oder Informations-Websites ist, rein Informationen zu liefern. Eine gute User Experience erzielt man dadurch, dass man die Bedürfnisse des Kund*innen und der User*innen beachtet und nicht bei allen erkennbaren Möglichkeiten Spielelemente einbaut.
Informationswebsites wie Enzyklopädien (Wiki’s) entfernen sich weit genug weg von Gamification, da sie rein aus Textbausteinen und wenigen Bildern bestehen.
Für Unternehmenswebsites, wie die der AVL Graz, würden beispielsweise Punkte- und Ranglistensysteme oder interaktive Spieleelemente keinen Sinn ergeben, da die klare und direkte Präsentation von Produkten oder Dienstleistung im Vordergrund steht. Durchaus aber kämen Mikroanimationen in Frage, die zum professionellen Design und Layout der Website passen, um der Website einen Hauch von Modernität einzuflößen – ist aber optional.
Eher noch auf Bildungs-, Reise- oder Unterhaltungs-Websites kann man gamifizierte Interaktionen vermerken, da diese Gebiete mehr Potential an Schnittstellen zu Spieleinhalte aufweisen können. Auf Bildungswebsites beispielsweise können sie sogar sinnvoll sein, da es den Benutzer*innen helfen kann, ihre Erfahrungen zu verbessern und komplexere Systeme durch Quiz- oder ähnliche Aktivitäten zu verstehen. Z.B.: Quizlet.com, Duolingo.
Benchmarking
Die Digitalagentur Poprocket (https://gamification.poprocket.com) entwickelt digitale Erlebnisse mit Konzentration auf Motivationsdesign. Die vielfältigen Beispiele von Gamification und die unterschiedlichsten Art und Weisen seiner Darstellung stellt es ein gutes Beispiel von gamifizierten Interaktionen auf Websites dar.
Conclusio:
Den Start meiner Recherche sollte Gamification auf interaktiven Websites sein, um mit der gefundenen Quintessenz ein angenehmes Benutzer*innenerlebnis in Form einer Website zu schaffen. Von der Browsergeschichte über Merkmale von Motivation bis hin zu diversen Beispielen der Gamification auf Websites hat sich mein Interesse für Gamification ein wenig verlagert. Interessant für mich sind nicht länger nur schlicht Websites, sondern näher noch Branchen, wo der Einsatz von gamifizierten Inhalten einen Sinn ergibt. Für künftige Recherche begebe ich mich von nun an konkret in die Richtung von Bildungs-, Reise- und Sportwebsites.
Sources:
Schell, Jesse: The Art of Game Design. A Book of Lense, 2. Aufl. Pittsburgh, Pensylvania: CRC Press 2015, S. 149