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…
> 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…
The Game UI Database, a comprehensive reference of game interface design
71–80 of 104 posts
Re: The Game UI Database, a comprehensive reference of game interface design
#72Re: The Game UI Database, a comprehensive reference of game interface design
#73Earlier quoted context omitted.
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.
It melted our fellow scientist's minds, without exception they were floored by the potential, and this a complete hack. https://github.com/bioip/vronto
Re: The Game UI Database, a comprehensive reference of game interface design
#74We 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…
Re: The Game UI Database, a comprehensive reference of game interface design
#75Earlier quoted context omitted.
> 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…
I think I came across that as well. I didn't like it. As far as I understand, there are two ways to handle communication between the Python and ElectronJS: 1) Use inter-process communication. Basically, your Python app outputs to stdin and your Electron app consumes the output. Also works the other way. This is what I went with. 2) Use a Flask (or equivalent) local web server and have your app send requests to it. I…
Re: The Game UI Database, a comprehensive reference of game interface design
#76xipho described a similar idea between video game designers/developers, and the scientific community here in this thread. [1]
[0] https://www.si.edu/sites/default/files/newsdesk/fact_sheets/...
Re: The Game UI Database, a comprehensive reference of game interface design
#77Earlier 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
God forbid you want to be in two Slack orgs at the same time, perhaps on different virtual desktops. Off to the browser version with you!
Re: The Game UI Database, a comprehensive reference of game interface design
#78We 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…
Game UX and UI are often incredibly good, including seamless gradual on boarding.
Re: The Game UI Database, a comprehensive reference of game interface design
#79Earlier quoted context omitted.
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.
Most of them don’t do much user testing, and the ones that do seem to use user testing just to provide support for their preexisting ideas.
Real UX experts, and real rigorous UX design methods exist because I’ve taken classes in grad school that teach them. But it’s basically impossible to find people who know how to do that in the sea of graphic designers calling themselves UX experts.
Re: The Game UI Database, a comprehensive reference of game interface design
#80I’d love to see something like this for game mechanics, although that might be harder to achieve. For example being able to find games that have certain movement mechanics and compare them would be amazing. Like “jump”, “double jump”, “sliding”, “ice surfaces”, etc