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The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy)

The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy)
(Did this once, but apparently I'm very bad at cross-posting and Redditt'ing ::shrug:: )

Shell Menu (Inventory) wireframe I designed for Wasteland 3 (inXile & Microsoft)

The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners

(this is a truncated version of one of my Blog posts - where I have lots of other UI UX guides!)
-
Of course I get it, you’re Indie. Or switching careers. Or fresh out of school - or any number of legitimately good excuses. You’ve got a lot on your plate, and not nearly enough time to master one of the most complicated artforms in the modern world.
I should know, I’m your friendly neighborhood 20-year UI / UX Designer / Director in games and apps (Microsoft, Electronic Arts, id Software, Activision, more indies and startups than I can count), and I run a 1-on-1 mentorship, too. Games, apps, websites; if it has a pixel, I’ve probably done some UX UI design on it.
In the Covid-age of wanting to give back generously, I’ve put together some wise words (in the wisest format known: bullet points) to help every newbie, indie and Up-And-Comer avoid obvious mistakes… and make brand new ones of their own!
A note to my fellow designers: Nope. I’m going to stop you right there. Yes, there are other ways, considerations, exceptions, blah blah blah to the guidelines I’m promoting here. This is meant for the non-designer; a sort of Survival Guide if you find yourself lost in a Bauhaus desert. These rules aren’t meant to shape an incredible UI designer - just spare the world a ruinously terrible one.


Bad Typography
We’ll start with the obvious. Oh beloved fledgling designer, your choice and use of the written word is stupid-bad. Some Graphic Designers spend the better part of their careers studying Typography, so there is little shame in being hot garbage when put to task. Nevertheless, your typographic sensibilities truly add or rob a project of its luster. Here are a few easy typography lessons to remember:
  • Pick a Sans Serif (fonts without the “fiddly bits”). They read better, especially on mobile
  • Work around 2 fonts: a Title font and a Body font. A title font should have some mild artistry and should be used sparingly as titles and subheadings. Your body font should be comparatively boring, and read well small and in dense paragraphs
  • As a guideline for beginners, pick 2 font sizes at most and stay consistent on all your screens. Optimally pick two sizes exclusively for your body font and one size exclusively for the title font. Determine an appropriate font size based on your worst-case text field on your worst-case medium!
  • Solve for long text fields by making sure most of them are double-lined. It’s a simpler solution than something programmatic. Translating? German is often twice as long as any English equivalent, so work around the idea of things inflating at least by double.
  • When in doubt, left justify. Right justifying will get you killed in Art School, or worse...
Horrible HUDs
HUD design, like typography, is an ocean unto itself complete with pearlescent beauty and abyssal frights. Like I tell every mentee and dev team, ”we’ll be working on the HUD all the way up until we ship”.
And we do. Always. Every. Single. Time.
Thus, having an awed appreciation (and primal terror) of game HUDs, there are a few things you can fix that’ll make you read like a designer well beyond your years:
  • No thin lines! These are easily lost when the action heats up, and turn damn-near translucent on mobile
  • No red HUDs! Red reads as invalid or conditional, and you’ll have a Sisyphean-ass time trying to create a visual language without using red as a cautionary.
  • Try not to have floating text, support it with a shape or design behind it to help separate vital information from screen noise. Can’t do that? Add a subtle stroke or shadow around floating text fields to draw it out from the background. You are using a thick sans serif, right?
  • Take a video of the game in action and superimpose your HUD on top of it as early as possible (especially the wireframe!). Get a sense of how your HUD works in motion and in hectic, colorful action. No HUD will ever exist statically, so video helps you prototype under realistic conditions that much faster.

Overabundance of Information
I love my designers, love ‘em to death - but I absolutely believe they think their job is to put as much stuff on the screen as humanly possible (The Great Kitchen Sink School of Applied Design). UI/UX’s job is to shred a Designer’s mobius-long wishlist to ribbons. Absent a finger-wagging UX Designer by your side, you’ve probably fallen into the “100% of this information is relevant and needed, dammit!” trap a few times yourself. A few ways to avoid that:
  • Write down everything you want to display on the screen and assign it a number value from most to least important. That’s your Hierarchy, a critical concept in UX design. Place the items on your list in order, with the highest value getting more real-estate and prominence than the lower values. Build on top of your numerical importance. Trees never start with the leaves - and neither should you. Start with the root, vital priorities of your design, and build on top of your foundations.
  • Have “opt-in” information. This can be: displays that only come out when the information is relevant (updates or experience gained). Info that fades away after X amount of time (HUD without action, achievement milestones). You can even tuck tertiary-level functions away under a single option button (ellipsis or hamburger menu buttons).
  • Start removing huge portions of your Interface and test it out. Or turn around and start with only the most basic 3 elements on the HUD and build from that. You’ll be genuinely surprised how little you need on the screen to play. You’ll also discover that the less there is on screen, the less chance you have to mess it all up, either aesthetically or logistically. Minimalism saves lives and projects.



No Grid System
A consistent grid system helps the eye parse information cleanly and swiftly. Non-designers tend to place things by eye, and this is, of course, wildfire dumb. Placing elements on a tight grid with comfortable margins will make any screen read with crystalline clarity. In general:
  • When in doubt, space things in Golden Ratio 3rds. Pairing ⅓ with ⅔ has been an attractive rule since long before the Renaissance; no reason to think it’ll get stale now.
  • Make sure that if your text is in a container or shape that it has a comfortable margin of space around it. If you don’t have the visual chops for this, just make sure the text doesn’t run all the way to the edges of a shape or past it. You’d think this’d be obvious, but… here we are.
  • Conceptualize your screen in terms of horizontal slices, like a hamburger. This isn’t just good practice for responsive design, it also helps to compartmentalize the information for both the audience and the poor designer / coder.

Crazy Colors
Color Theory is a skill that every Designer intuits. But for the color-infirmed, the idea that a red health bar can somehow be the wrong red or that a shade of blue can be too “corporate” might seem baffling. Nonetheless, color on an interface is as vital as any line of code. It can also ruin a color-agnostic wireframe that looked so elegant mere days before, so beware:
  • There are 3 dimensions to color: Brightness. Hue and Saturation. Brightness you can reason out yourself, Hue is the textbook definition of color (green vs blue vs violet), and Saturation is how intense or faded the color is (bug-zapper blue vs Easter-egg blue). Most Indies tend to pick wildly saturated colors thinking they pop, but they distract with bee-in-the-house efficiency. Toy with brightness and saturation first - until you know what you’re doing, keep it subtle.
  • Use color to create a hierarchy. The eye is attracted to the following things in order of growing attraction: vibrant colors, high contrast, faces. Create areas of high or low hierarchy to lead the eye, create a starting point, or keep them away from certain elements. Dial back decals or backgrounds with darkness and deeper saturation. Dial up areas of importance with brightness, glows, slight hue changes, etc.
  • Once again, never use red as your primary color for a UI. It will always read as invalid or conditional and best of luck making an entire interface without the color red as a conditional or warning.
  • Have a color set aside exclusively for navigation. It doesn’t have to be offensively obvious, but you should be consistent with how the audience moves from one screen to another. Encircling navigation in geometry also helps drive the “click me, moron” narrative home.


Importing wrong solutions
Tell me if you’ve heard this one. You’re on Pinterest or Google grabbing whatever you can find UI-wise. In this hydra-handed snatchfest, you find an interface you like and exclaim, “Why, this interface is perfect for my needs, I’ll just copy-paste this and my troubles will be over!”
Except they won’t. Them troubles are going to go through cellular mitosis.
When you copy and paste UI, you’re not taking into account the months, possibly years of refinement it took several Talents to solve a very specific problem. You’re grabbing somebody else’s answer to a visual question only obliquely related to yours.
And this is the classic, possibly classical mistake of focusing on technique first. It always fails you because you're copying something contextless and without insight. For reasons that are difficult to fully articulate here, let’s just say copying somebody else’s interface verbatim always leads to problems, most especially when you don’t know what rules to bend and which to snap like wet celery. Instead of committing grand-theft-design, try to start with a better process:
  • Sketch out your ideas first. This is known as the Conceptualization phase of my job, where I figure out what all the “low-hanging fruit”-level problems are. Sketch roughly until you have the basic “scaffolding” around the project’s basic issues, quirks, and challenges
  • Wireframe. There’s lots of ways to do it, mostly because it’s an intermediary between sketches and final art. For this phase, place things on a grid, and move elements in gigantic zones. Think of the wireframe as a TV-dinner: each section is meant for a different part of the meal, compartmentalized and specially sized for the meat, the veggies, the cobbler...
  • Art pass. If the wireframe phase was done with respectable vigilance, you can simply paint-over your Wires with pixel-perfect art in the Art Pass (this rarely happens). So make sure when you wireframe, set it up as close to the final dimensions as possible and throw it in the game in as early a form as possible. Real testing doesn’t happen in a lab - it happens in the field.


Not Using UI as the test for Design
Speaking of testing, this last one is near and dear to my heart as a man who, by necessity, can’t do his job without doing a little of everyone else’s. And here’s the dirty secret I know about being the man “who wears many hats”.
If your UI guy/gal is reasonably good and they’re struggling with your design - it’s a bad design. Full stop. Here’s how to fix gameplay issues from the UI/UX on backwards:
  • For games, if your inventory system requires massive space, ask yourself just how much loot the player is receiving every 5 minutes, every hour, and by endgame. Nobody has fun with inventory management - make sure you’re balancing the game to mitigate the player’s annoyance first!
  • If you’re showing a variable number of elements on screen like alerts or status effects, how many are there on average? How many can there be max? Fun fact: I had to make a blackjack minigame back at Midway Games. The average Blackjack hand is around 2-3 cards… but you can absolutely get 4 aces, 4 twos, 4 threes… now try to make a single system that accounts for 99.9% 2-3 cards in a hand and also accounts for the .1% design-flaying exception!
  • For apps, are people dropping within the first 5 seconds? It might be the long load or an ugly landing screen. Free apps and games create astounding amounts of flight-or-fight response, and you’d be surprised how easily people are turned off when they have no financial commitment. Make the first 5 seconds your priority, then the next 5 seconds, then the next...
  • For games, if your players or testers end up dying a lot, it might not be the difficulty. It might be poor feedback. Do you have potent signals for low health and ammo? Are there audio as well as visual cues, for example, the sound of a clip becoming hollower with lower bullets? Did the player suffer a debilitating effect and not know about it? Are you showing too much information and as a result, nobody’s reading it?


And that’s it! Well, that’s it by way of a hyper-reductive survival guide. I have plenty more guides and crash-courses and, honestly, lots of cool stuff you’d love if you're into games and design on my site. Check it out and I wish you the best of luck in your creative endeavors… the learning is the part that counts.
Stay safe and stay inspired.

John “TheWingless” Burnett
UI / UX Designer, Director & Mentor
submitted by TheWingless1 to gamedev

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