We Back Boys: UI and UX
So I’ve been ill for the last few weeks, but I’m hale and hearty again, so let’s get back to what we’ve been doing! In this post, we’ll be covering good UI (User Interface) and UX (User (e)Xperience) practices.
User Interface:
The User Interface, or UI for short, is the term used to describe what the player can interact with that isn’t directly part of the game world. Overlaid buttons, health bars, and a lives counter are considered parts of a User Interface. However, just because you have a User Interface does not mean that you have an intuitive User Experience.
User Experience:
The User Experience, or UX for short, is the term used to describe how the placement of the User Interface affects the player, either positively or negatively. For example, just because you have all the parts of a good User Interface does not mean that you have created a good User Experience, especially if you’ve shoved all of that interface up in the top left corner and left everything else on the screen empty. Think about where you believe everything should go, and try and use the screen space to its fullest, without making it feel too cluttered, as that will detract from the User Experience. When designing your User Experience, you should ideally have everything accessible within two clicks from the Main Menu, so to get into a game from the main menu, you could design it along the lines of Main Menu -> Singleplayer -> Difficulty Select -> Start. For your options menu, you could have it set out as Options -> *all of your general options headings* -> *Specific options within that general options heading*.
Keep all of this in mind, and you’ll be able to design a User Interface that not just aids your game, but actively adds to it. Good luck out there with your designing!











