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The Game UI Database, a comprehensive reference of game interface design

gameuidatabase.com

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Re: The Game UI Database, a comprehensive reference of game interface design

#61
post #56

Earlier quoted context omitted.

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).

We just wrapped up our very first community building event. https://github.com/SpeciesFileGroup/taxonworks_together_2020 . You can track us down from there if you're interested. All our software is open source, and we have a ton of open issues ;).

Thanks! Will do.

BTW, I'm fairly certain that the "github submit a pull request" model doesn't work for UI/UX. Consistency and tone matters, as does integrating feedback and cycling it. The idea of hitting issues piecemeal without some kind of overarching strategy feels like a recipe for failure.

Unless you have unified brand guidelines, a UI component library etc, such an effort seems like an exercise in futility.

Re: The Game UI Database, a comprehensive reference of game interface design

#64
post #12

We 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…

a lot of things would benefit UI wise if paired with game UI devs

Re: The Game UI Database, a comprehensive reference of game interface design

#65
post #56

Earlier quoted context omitted.

We just wrapped up our very first community building event. https://github.com/SpeciesFileGroup/taxonworks_together_2020 . You can track us down from there if you're interested. All our software is open source, and we have a ton of open issues ;).

Thanks! Will do. BTW, I'm fairly certain that the "github submit a pull request" model doesn't work for UI/UX. Consistency and tone matters, as does integrating feedback and cycling it. The idea of hitting issues piecemeal without some kind of overarching strategy feels like a recipe for failure. Unless you have unified brand guidelines, a UI component library etc, such an effort seems like an exercise in futility.

That's a good point re PRs.

One possible way of interacting would be to explore the API, and develop a proof of concept UI element with a bit of functionality, that plays off it. Perhaps in a context like this: https://github.com/jlpereira/tw_api_test.

We do have use various semantics throughout the project, randomly documented. Contributions to how best to organize and get beyond this are also welcome, along the lines of this issue: https://github.com/SpeciesFileGroup/taxonworks/issues/85.

Re: The Game UI Database, a comprehensive reference of game interface design

#66

Earlier quoted context omitted.

Is there any benefit to using electron vs a website with the same code? Especially if you want it to be free and accessible to everyone

I have built a couple Electron apps, one of which will be available as a commercial product soon. The main advantages (over executing your app in-browser) to my knowledge: 1. You can execute native code outside normal browser sandbox 2. You get your own application window

Wait, you can execute say c++ using electron?

Re: The Game UI Database, a comprehensive reference of game interface design

#67
post #64
post #12

We 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…

a lot of things would benefit UI wise if paired with game UI devs

I wonder how many games have dedicated UI developers. GUIs beside the game itself are often clunky, complicated and at best playful.

Re: The Game UI Database, a comprehensive reference of game interface design

#68
post #37
post #12

We 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…

Games just as often as not have terrible UIs. Take Destiny 2 for example. It's a nightmare of right click (no indication that you'd want to right click). And in particular games are flash for flash sake. I love it for games but I wouldn't want my app I'm trying to be productive with to animate every tiny motion or throw out sparks when I click a button. Further, much of the database is joypad controlled UIs

I totally agree. Everybody who thinks game UIs are somehow good doesn't play games...

Re: The Game UI Database, a comprehensive reference of game interface design

#69

Earlier quoted context omitted.

I have built a couple Electron apps, one of which will be available as a commercial product soon. The main advantages (over executing your app in-browser) to my knowledge: 1. You can execute native code outside normal browser sandbox 2. You get your own application window

Wait, you can execute say c++ using electron?

Yep: https://www.electronjs.org/docs/tutorial/using-native-node-m...

Re: The Game UI Database, a comprehensive reference of game interface design

#70
post #41
post #37

Earlier quoted context omitted.

Games just as often as not have terrible UIs. Take Destiny 2 for example. It's a nightmare of right click (no indication that you'd want to right click). And in particular games are flash for flash sake. I love it for games but I wouldn't want my app I'm trying to be productive with to animate every tiny motion or throw out sparks when I click a button. Further, much of the database is joypad controlled UIs

Right. But there are many games, many experiments to draw from. |Further, much of the database is joypad controlled UIs Scientific software requires exploring data, one could imagine many interfaces where joypads, VRs controllers, etc. could be useful and more intuitive ways to do this exploration.

I disagree. Designing ergonomic interfaces is too often too far from designing playful interfaces that support the gameplay. Game designers != UX designers. UX designers already are the "game designers" of applications. And unfortunately they are not that often part of game development teams.
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