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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

#91

Earlier quoted context omitted.

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…

Why not use something like gRPC or cap’n’proto to make the request/response stuff easier to manage?

Because it still requires request and response. The way you are doing request/response, or encoding the data is immaterial.

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

#92
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…

> 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…

That actually looks really cool! Are you planning to display the output in the UI as well?

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

#93
post #92

Earlier 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…

That actually looks really cool! Are you planning to display the output in the UI as well?

Thanks! Yes, I am. The intention is for the user to also be able to correct the output of the model.

After that I want to give the user an easy interface for training their own models (transfer learning using an existing base model).

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

#94

Reminds me of one of my favorite youtubers, Design Doc: https://www.youtube.com/user/Warbot40 DesignDoc 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.

Thanks for recommending!

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

#95
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…

> 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…

You realise it's possible to write a decent UI in Qt that isn't a dumpster fire from the codebase perspective right?

I know the fad these days is to turn everything into a web app but my experience working with Qt really just demonstrated to me that a lot of web UI development is reinventing wheels from desktop UI but poorly and with more bugs and frustration.

That's just my perspective though :-)

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

#96
Games have some of the best UI designs I've ever seen, period. Not only are they beautiful and readable, but they give emotion and life to software. Apple used to do this with their skeuomorphics and animations, but it slowly disappeared almost entirely by now.

When GM announced that they were going to use Epic's Unreal Engine I was so excited because it seems that someone finally gets it.

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

#97
post #83

Earlier quoted context omitted.

As a curious New Zealander, how does one volunteer with a government department? I had always assumed it would have to be strictly a contractor type relationship

I sent an email to a specific conservation project, asking if they happen to need any software help at the moment and they did. We got chatting, agreed on some goals and I got working. I signed their volunteer agreement form which sets out some conditions (nothing unsurprising). That's it really.

Ah, interesting! I had just assumed that most departments wouldn't have a process for handling this kind of stuff or that it would be considered more costly in terms of getting a signed agreement, coordinating etc etc

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

#98

Earlier quoted context omitted.

You can even have multiple application windows! But VS Code is the only one I can think of that bothers. 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!

That's just bad usability on Slack's part, not a technical limitation of the tech. Also, afaik Slack is/has moving away from Electron.

Agreed on the bad usability, but that's par for the course with most Electron apps. You get the laziest possible "stuffed a webpage in a window" UI. And maybe it's even a nice UI in some ways, but it's usually pretty clear that it's not native software.

Re: moving away from Electron, not as far as I know. They had a major update a year or so ago to make some big efficiency gains by not running a separate Electron instance for each organization, but the new version is still in Electron: https://slack.engineering/rebuilding-slack-on-the-desktop/

One can hope that they'll take the iPad version and make some improvements to let ARM Mac users get that instead, but currently they've chosen to disable downloading it from the Mac App Store.

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

#99

We 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?

Not quite patterns, but I think writings of Jakob Nielsen and his company Nielsen Norman Group may be considered as applying to ‘dense’ interfaces by modern standards—as he's mostly known for his work from the 90s and 2000s. Their priority for the past twenty years is web, but not just casual-user sites, and IMO the principles are universal. Also he and the company have an ongoing series of criticism specialized on corporate intranets. BTW, a persistent theme is that interfaces should be tested on users soon and often—even if just with a few users and a cheap methodology, that's better than no testing.

This is the main collection of articles: https://www.nngroup.com/articles/

And there's a tag for ‘design patterns’: https://www.nngroup.com/topic/design-patterns/

I've been meaning to re-read Nielsen's classic ‘Designing Web Usability: The Practice of Simplicity’, which I have in print from mid-2000s, translated. It's likely to be a rather intense return to the past, considering how both the design space and my understanding changed over the years.

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

#100
post #2

In my opinion a bit better site covering the same topic: https://interfaceingame.com/

Just recently I also found this one: https://videogameinterfaces.com/

It's a bit simpler, but I like its comparison based interface.

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