For questions about UX in games that would be best answered by UX professionals rather than game developers.

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35
votes
17answers
3k views

What is the best way to represent the difficulty level in a children's game?

I am building a game for children. The game contains questions. Age range: 5-18. Context: learning. Before the questions I have a screen where the children select a difficulty level: I want to ...
33
votes
6answers
4k views

What to show while a game is loading?

I would like to know what is the best solution to show while a game is loading? Do you think just showing a loading bar is enough, or is entertaining with a mini-game, like snake, the better solution?...
27
votes
6answers
2k views

UX for Game Development?

We're about to embark on a small Casino-type Flash game and I've been assigned the task of "UX Lead"... Our company is just beginning to integrate and define the concept of UX. Our projects are now ...
22
votes
6answers
6k views

Why are the controls opposite/inverted when flying in a game?

In a game, we would normally use the directions in a normal way to move, i.e. "up" for move forward, "down" for move backwards, "left" for left, and so on. Although, when we play a flying game, why ...
15
votes
5answers
2k views

How to represent level of difficulty while selecting a game?

I am working on a menu to select from various (3) game variants shown from top to bottom, each variant offering different difficulty levels. The difficulty will be selected by swiping (touch input ...
8
votes
8answers
1k views

Achievement unlocked, in other words

For my sports project I'm introducing an achievement system to reward users with digital items when achieving a goal. The user can view his trophy cabinet and see a silhouet of the to be rewarded ...
8
votes
3answers
1k views

Health bar decreasing orientation

I'm having a contradiction with a friend about the health bar in a game. He designed it so that the hearts are getting empty (greyed out) from left to right, and I said to him that they should empty (...
8
votes
2answers
703 views

Hangman game on mobile - Qwerty or alphabetical keyboard

I'm building a hangman game as part of a bigger mobile educational application. As you know for hangman you select letters and see if they are part of the word or sentence. I'm trying to decide if I ...
8
votes
2answers
380 views

Nested tabs on landscape mobile. Best Practice

I have a problem organizing tabs on landscape mobile screen. Input: It's a game. Screen named "Inventory". User can own hundreds of items. All items can be grouped into 4 categories. There should ...
8
votes
1answer
488 views

Why do RPGs show conversations in windows with talking head animation?

Coming from an adventure game background, where conversations usually happen as subtitles or speech balloons, with at most a bunch of answers to click at the bottom of the screen, I've recently ...
7
votes
2answers
376 views

What is the purpose of “press any key to continue” falling directly before a menu?

I've seen a lot of games--I'm talking about video games, with my experience mostly being on consoles--that ask me to press the A key (for example) before they show me the main menu. Is there any ...
6
votes
6answers
2k views

Using a virtual joystick for a game?

Many games for touchscreen mobile devices use virtual joysticks for movement. This has many issues: You can't see/feel where the joystick is pointing when you are using it. You can't feel where the '...
6
votes
2answers
287 views

UX guidelines for a web game tutorial

I need to design a tutorial for a simple web game. I don't know what would be better: a video? an overlay with info about game elements? Moreover... I was thinking to use it on the splash screen ...
6
votes
2answers
782 views

Should you use both the accelerometer and the touchscreen in a phone/tablet based game?

So I've been formulating an idea for a game the past few days. I don't want to get into too many details, but I mainly just wanted to ask about one aspect of the gameplay. OK, imagine a game where ...
6
votes
1answer
2k views

Anyone know of a good pattern library for game UI design? [closed]

I'm a big fan of the Yahoo! Design pattern library. I'm surprised there isn't one for game UI - or at least I don't know of one. Does anyone? Looking for patterns for leaderboards, etc.
5
votes
4answers
406 views

Progress bar that allows to understand both current and maximum values

I need to design a health bar for a game, so that the player could guess at a glance not only its relative value (i.e. amount of remaining health compared to its maximum), but also to understand how ...
5
votes
3answers
3k views

Why “Press Any Button to Continue” screen in beginning of games?

Many games asked user to "Press Any Button to Continue" after splash screens before game menu. Is there any good reasons for asking that?
5
votes
4answers
129 views

Representing how many you have with how many they want

I have a problem whereby we are asking a user for multiple items. This is in a gaming scenario and the game has lots of items. Each item is manufactured from other items and is only counted once it ...
5
votes
1answer
333 views

Do Radial Menus have an implicit hierarchy?

I've been designing radial menus (also known as pie menus, or contextual menus) for some time. Mostly for the video game industry. I've had a lot of success with them, and I find them helpful for ...
5
votes
1answer
265 views

Would having people vote on the outcomes of multivariate tests keep people interested in UX?

I'd like to get people at my company involved in usability testing by encouraging them to vote on the outcomes of multivariate tests. A talk I saw at a conference a few weeks ago explained that this ...
4
votes
5answers
255 views

Is there any underlying rule/paradigm for UI that prefers LACK of animation, as in a game?

There are plenty of questions/answers discussing when/where to optionally include animation in an app. Now it comes to the point, there is almost ubiquitous animation all over media. Even a few ...
4
votes
4answers
2k views

Should I use a radial menu design for a touchscreen game?

We are working on a game for android. We had a normal menu where each menu entry is below the other. As we find this boring, we looked to different approaches and came across the lock screen on ...
4
votes
4answers
183 views

Visualization of a resource with multiple competitors

In a game I am working on, the goal is to gather a specific percentage of some limited resource. Additionaly, players can shoot each other, resulting in a permanent loss of some amount of this ...
4
votes
4answers
8k views

What should the size of a game's window be?

I'm making a game with XNA, what I'm wondering is; what should the dimensions in pixels be of the window? It needs to be a size that will work on the majority of computers. I'm not sure if there's ...
4
votes
2answers
149 views

Tablet Games - Most often used fingers

I'm looking for some statistics about how people use their tablets when they play a game. We're talking about complicated one with multiple interactions like strategic style. Do they hold the device ...
4
votes
4answers
258 views

Timer on game for kids

Game description: The kid has a multiple choice question. If the answer is wrong or right they procede to the next question and so on. The question: Is it good or bad user experience for kids, if I ...
4
votes
3answers
182 views

Who should be able to pause/restart/quit the game in a turn based game?

I have a game that consists of players making moves in turn, on a single console (Xbox 360). Up to 16 players can play in one game. The xbox can have up to 4 controllers associated/connected to one ...
4
votes
1answer
491 views

Is there a resource for MMORPG trading interfaces?

I’m searching for some documentation/training/resource on MMORPG trading UIs (marketplace, auctions, changing items etc.). Is there any detailed documentation in this topic somewhere? ps. Google is ...
4
votes
1answer
150 views

Character stats page design for Facebook game

I need some expert advice redesigning the layout of my Facebook game. Below is a screenshot of my home page as it stands now. Styling of margins and some font stuff isn't done which is why some things ...
3
votes
3answers
259 views

Designing a popup notice for a game

To put this question in context, this is for a (mouse-driven) ui-heavy game. During this game many popup windows will appear. They are mostly non-interactive, just displaying updates on various ...
3
votes
2answers
216 views

one button, two functions?

We are designing an UI of a game like the following: Once you enter the Green button (Start) you start to fight. However, there's a limit of restarting the fight. When it come to the limit, the ...
3
votes
3answers
111 views

Alerting a player that a game has started in another browser window

I have a web-based game for two players. When the first player enters, he/she has to wait for a second player to enter, which may take several minutes. I noticed that people get bored waiting, and ...
3
votes
3answers
526 views

How best to describe ranking and prizes using icons?

I have a site with an online game, there is a ranking of players. For each game the player gets points which are summed up in their ranking. During the game I want to show how much the player won ...
3
votes
8answers
330 views

Which symbols to show availability status for online gaming ? [closed]

I'm redesigning the UI of an online multiplayer game where the red and green colors already carry important meanings, thus they can't be used along with the orange to denote users who are "actively ...
3
votes
3answers
187 views

What is it called in UX terms when you share a unique link to privately share/collaborate?

I'm looking for the name of a specific name of a UX convention. Many games, to allow for multiplayer games without logging in, let you share a unique URL that when another person visits, will create ...
3
votes
2answers
495 views

Vertical scroll down navigation for Facebook app?

I am designing a web app that must live both as a Facebook app and on a external website. The website is designed as vertical scroll-down website with 3 sections. How do I translate this kind of ...
3
votes
1answer
5k views

Most Common Screen Size used to play facebook games?

I am developing a facebook game. this game is written in php/Jquery/CSS. Up until recently, facebook games have been display in an iframe that was 720px wide. But recently, they gave the option to ...
3
votes
4answers
214 views

How to show that a bar is loading?

I'm building a game. Each character has an energy bar. It's red when it's in the low, and green when it's full. I'd like to make it obvious for the user to see that the bar is progressing ( getting ...
3
votes
2answers
197 views

How to define the number of people assigned to an activity in a friendly way (with regular updates)?

I work on a gaming web app. The user (player) has to assign people to different kind of activities on multiple views. Each view has 1 to 5 activities and a max amount of people. The user can assign 0 ...
3
votes
2answers
153 views

Tablet filters - way to display them

I'm working on filters for a tablet game interface (in HTML 5). First, I considered displaying classic checkbox groups but that uses a lot of space (requiring the user to scroll) and it's not visual ...
2
votes
5answers
123 views

How could users select four cards from a hand of eight?

I'm making a card game on a website. Users are shown a hand of eight cards. They will then choose four to pass to the other player. How could this work? check boxes under each card, if the users ...
2
votes
4answers
407 views

Icon for number of “lives” remaining [closed]

I am writing a game for which the user has a set amount of "lives". Each time he makes a mistake, he loses a life. When the "lives" counter reaches 0, the game is over. What would be an appropriate ...
2
votes
3answers
191 views

Where should the subtitle setting be in video games?

I was recently playing Dead Space 3 and was trying to turn on the subtitles. I found them to be in the Audio sub-menu. In other games, it can be in the Game or Video sub-menus. As subtitles are ...
2
votes
1answer
914 views

What symbol(s) can represent difficulty level in the context of a game?

In short: How to indicate that a numeric display represents the difficulty level? I'm looking for a symbol that represents the concept of ever-increasing difficulty level, in the context of a casual ...
2
votes
1answer
150 views

Which chess board labelling is better in terms of UX?

I'm making a chess game for iOS and I want to label the ranks and files (columns and rows). Is it better to put the labels inside or outside the squares. Bear in mind that putting them on the outside ...
2
votes
4answers
130 views

How to properly display an original countdown for a quiz app?

I'm working on a small quiz app and I need to display a countdown. The app will be mostly used on PC/tablets but I have to think about mobiles too. The UI is minimalist and clear (i. e. think ...
2
votes
3answers
175 views

Which side of the screen should a user HUD be on?

I'm trying to come up with the UI for a game I'm creating for the iPhone/iPad. The game is based off another online game form years ago, and they had their HUD on the left side of the screen. I'm ...
2
votes
3answers
82 views

If I want to display a text letter by letter, how long should I wait between each character?

I'm working on a game where the player has to talk with an AI (it's not the main feature but it's recurrent). I would like to display the text letter by letter to increase the feeling of dialog ...
2
votes
3answers
582 views

Does including background animation or motion in an application increase user engagement?

I'm interested why top game companies put a lot of "background" animations in their games - has it been demonstrated to increase user engagement? Does it take longer for a user to get bored of a game ...
2
votes
1answer
364 views

In Final Fantasy games, why are your characters on the right hand side instead of the left hand side?

I found this history of Final Fantasy on reddit and it mentions about Final Fantasy 1: it was one of the first games to adopt the right vs. left fighting style. Other games in that genre had ...