Here is a quick roundup of the gaming interfaces which have influenced me the most. These are just a few of the interfaces I love, but they sadly can't all make the cut. 1. Assassin's Creed 1 This is the game that made me want to be an interface designer. It took the graphic design … Continue reading My top 5 favourite video game interfaces
I was lucky enough to be part of the 6th Planet Coaster Dev Diary - Management matters! I explain a little bit about the management interface of the game. Check it out below.
Making interfaces for early access games is a real challenge. Where other parts of a game can get away with incomplete features or poor quality graphics, the interface must always be of high enough quality for the game to be playable. Here are my tips for designing interfaces in the age of the alpha. 1. Room to … Continue reading Designing interfaces in the age of the Alpha
As the UI designer on Elite: Dangerous I was lucky enough to work on this VR title in the very early stages of the technology - my first test of the Elite interface in VR was on the Oculus DK1. While Elite was a relatively conservative VR UI design in my opinion (see fantastic contraption for a … Continue reading Interface design for virtual reality
Getting people from multiple disciplines involved in user experience design tasks can make your life much easier. It can help you get buy in from stakeholders, uncover potential design problems with insights from programmers, and just get your team behind one cohesive design. A tool I like to use for this is basic card sorting. For … Continue reading Collaborative card sorting
User surveys can provide great insights into your audience, and engage with users who might not want to post their opinions on a public forum. They are useful for both internal and customer facing projects, and don't have to be complex! What do I need? Possibly the most challenging part of this process is simple coming … Continue reading Conducting a simple user survey