UI
refers to User Interface and UX stands for User Experience. The user interface
communicates visual information to the viewer and in most cases has an
interactive element to it. Taking a hit from a monster affects the Life Bar by
shrinking it down, for instance. This tells the player to avoid hostile
entities. User experience refers to how the user (or player in the case of
games) handles the interface. If they have a frustrating time reading
information or finding menus, they have a bad experience. If screen flow is
good and data is clearly communicated, the experience is great. Both play
important roles in games.
UI
is used to convey information in a visual, yet non-intrusive way. Examples of
UI elements include Health, Lives, MiniMaps, Power Meters, Time (or time left),
Collectibles, Level Names and Locations, among other things. UI elements can be
emphasized with visual effects such as bright colors, glowing auras, color
change, and even sound effects. You should avoid using flashing effects or
anything obnoxious. The notification should be brief enough to get the player’s
attention, but not stop game flow. UI isn’t limited to just being on the
screen. It can appear in the game world as well. Floating text over NPCs who
are speaking, dialogue boxes, Health bars on players and enemy units, damage
numbers, icons for status ailments, and more. These UI elements are more
context sensitive as they appear only on related objects. You don’t need to see
the damage you can do to a monster at all times; it makes sense to show it when
you’re attacking and hitting the creature.
The
point of a UI is to show information to the player without getting in the way
of the game itself. Notice that some games like Journey have no UI elements because the game goes for a more
immersive feel. Seeing HUD elements brings a player out of the experience,
especially if the focus needs to be on the game world. Other games such as Night in the Woods have minimal UI
elements. Most of the time the game world shows no HUD of any kind. When
approaching something that can be looked at, an eye icon appears on the object
for as long as the player remains in range of that object. Once they move out
of range, the icon disappears. A paw icon shows up for objects that can be
picked up. These UI elements are distinct enough that players immediately know
what the symbols mean and what will happen when they choose to interact. The
game only shows those icons when necessary.
UX
is more about how the player navigates through UI and Menu. For example, a
Pause Menu is included in most games whenever players need to stop the action
for any reason. Inventory Screens are a way for players to see what they have
on them that can be used in the game world. Navigating through Menus should be
direct and require as few clicks as possible. There shouldn’t be layers upon
layers of menus and sub-menus to sift through to reach a particular option.
It’s best to keep most elements of a menu consolidated to a single screen so
there isn’t a need to scroll through options. Placing similar options in the
same menus makes them easy to find.
Ultimately,
UX is affected by UI. Menus are a form of user interface that display
information, typically in list form. The user experience comes from how easily
the user can locate certain options in these menus. Listing objects
alphabetically makes things easier to find as opposed to ordering items by some
arbitrary rule (though including additional sorting options isn’t a bad idea).
Broken UI can ruin the experience of the player navigating through it. An
example may be a game with lots of lore entries that are found in a journal.
Players can read these entries at any time, but for some reason the word “NEW!”
always sticks by the lore entries even after the player has clicked on them. It
tells the player that they haven’t read this entry yet even though in reality
they just got through reading it! Make sure your elements work properly (or if
they don’t work at all, consider throwing that element out).
UI
and UX are suitably classified as forms of game design. With games you create
some rules for players to abide by, then notice issues with gameplay during
playtesting. Designers remove rules or add new ones to fix these issues and try
again. UI and UX have similar workflows: this UI element is meant to convey
player location, but players have no idea where they actually are in the world.
The UI element is changed by adding a couple of features and now players have
an easier time navigating the world.
Design
requires iteration in order to perfect and user experience does, too. Rules
must be communicable and understandable; UI must be comprehensible and readable
right away. Both must be engaging or fun to interact with (ideally both). A
good game has a good UI and user experience. UI/UX design can potentially make
or break a game.
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