Awesomely put together with great menu! Does something similar exist for AppUIs? Maybe dribbble.com, but 1) I think that dribbble it is mostly about imaginary designs (cool actually, but I don't get to see the best UIs that do actually worked / went in to "production") 2) the menu in dribbble lets you choose mobile/print/... instead of TitleScreen/LoadSave/SettingsMenu/...
There are a few still not behind a subscription model, UI pattern libraries is what you're looking for. Here are some examples: https://pttrns.com/ http://uigarage.net/ http://ui-patterns.com/
The Game UI Database, a comprehensive reference of game interface design
51–60 of 104 posts
Re: The Game UI Database, a comprehensive reference of game interface design
#52Earlier quoted context omitted.
| There's no accountability to actual users and doing UX properly would turn the whole project on it's head so guess why no one cares... I don't think we're saying they don't care. It's a balance, right? I've been around long enought to see the UI/UX world emerge and become more defined, but some of that world is common sense that comes with experience. In my experience some UI/UX is hot-air, and in fact gets in the…
In that sense, personally, everyone cares. But when people have to operate in big org environments priorities change. Think about it, no one wakes up in the morning and thinks I'm going to make something terrifyingly hard to use today. No one invests or gives grants for something that "is going to be terrifyingly hard to use", right? And yet dominating majority of big org software is terrifyingly hard to use. The ans…
In our case our group is funded primarily by an endowement. We use (dogfood) our own software, therefor we are accountable to ourselves. We are also developing it for our friends, collaborators, and other scientists who have traditionally not had access to the types of tools we work on, we are accountable to them. The bits that exist are because our users need them, have co-designed them, and have given us a ton of feedback as to how to iteratively improve them. We don't have to sell ($) them a product (yes, we understand there are long term issues with growth, support, and sustainability that will take hard work to deal with).
We're fortunate enough to have time to think and engage with concepts that startups that must have to sell products must master, thus we can "dream" about what game interfaces might bring to the table.
Re: The Game UI Database, a comprehensive reference of game interface design
#53DesignDoc focuses heavily on UI/UX in video games and is one of, if not my favorite youtuber. I bet he would love this website and maybe one day will mention it.
Re: The Game UI Database, a comprehensive reference of game interface design
#54Earlier quoted context omitted.
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
> I'm building the UI using ElectronJS and Svelte, whilst the backend is a separate Python project. Thanks for sharing this. I have a relatively simple Python script that I'm trying to package for a non-technical Windows user so, as someone whose experience skews toward web development, your comment caught my attention. I just googled "electron svelte python" and found this write up: https://medium.com/@abulka/electr…
Re: The Game UI Database, a comprehensive reference of game interface design
#55We build scientific software ( http://taxonworks.org/ ) where interfaces are notoriously bad. I feel the scientific community would benefit so much from a (sponsored?) program that paired game developers (or UI/UX specialists, or game psychologists) with teams building scientific software. For example we help describe species- while not quite the same thing, gamers do that everywhere, skinning, equiping, stat-min-max…
Cheers to Pixo! As a UIUC alumn, it's great to see their work referenced on HN!
Re: The Game UI Database, a comprehensive reference of game interface design
#56We build scientific software ( http://taxonworks.org/ ) where interfaces are notoriously bad. I feel the scientific community would benefit so much from a (sponsored?) program that paired game developers (or UI/UX specialists, or game psychologists) with teams building scientific software. For example we help describe species- while not quite the same thing, gamers do that everywhere, skinning, equiping, stat-min-max…
I am somewhat familiar with both, UI/UX and keep relatively apace with a few fields of research. Currently, I'm working to become good at front-end development. This is an area I'd like to work on, if you have a project that could use someone like me please hit me up here (a comment with your email) or via twitter (@_areoform).
Re: The Game UI Database, a comprehensive reference of game interface design
#57We build scientific software ( http://taxonworks.org/ ) where interfaces are notoriously bad. I feel the scientific community would benefit so much from a (sponsored?) program that paired game developers (or UI/UX specialists, or game psychologists) with teams building scientific software. For example we help describe species- while not quite the same thing, gamers do that everywhere, skinning, equiping, stat-min-max…
At First Principle we have tried to offer our design help for free for the scientific research community because we want to support the community. Whether robotics, ai or medical. Most of the time there isn't really an interest from the people involved because they just want to do the research and not add the work of getting a proper interface working ontop of what they already have to deal with. The offer still stan…
Re: The Game UI Database, a comprehensive reference of game interface design
#58We build scientific software ( http://taxonworks.org/ ) where interfaces are notoriously bad. I feel the scientific community would benefit so much from a (sponsored?) program that paired game developers (or UI/UX specialists, or game psychologists) with teams building scientific software. For example we help describe species- while not quite the same thing, gamers do that everywhere, skinning, equiping, stat-min-max…
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
Re: The Game UI Database, a comprehensive reference of game interface design
#59We are in the process of redesigning an enterprise application that is very information dense. Anyone know if any good resources that could help with any patterns on ui/ux for information dense screens/apps?
Re: The Game UI Database, a comprehensive reference of game interface design
#60Earlier quoted context omitted.
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
> I'm building the UI using ElectronJS and Svelte, whilst the backend is a separate Python project. Thanks for sharing this. I have a relatively simple Python script that I'm trying to package for a non-technical Windows user so, as someone whose experience skews toward web development, your comment caught my attention. I just googled "electron svelte python" and found this write up: https://medium.com/@abulka/electr…
Nonetheless, is a great project and not so difficult to use, although not perfect, it worked perfectly for our needs.