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

gameuidatabase.com

101–104 of 104 posts

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

#101
post #2

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

Wow that's a serious amount of effort someone put in to collect all of that. That's really cool. I'd love to see the same thing but delving into actual UI systems. So we have the 7 languages in 7 weeks, and 7 databases in 7 weeks. I'd like to see 7 UIs in 7 weeks.

Wow that's a great idea.

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

#102
post #95

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…

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 :-)

My personal experiences differs.

I recently spent a year working on a Qt app for drawing circuit diagrams, aimed at nuclear engineers. I've lost count of the number of times I found myself wishing for some feature that React has implemented for years.

The parts of the code that were easiest to maintain were the ones that reinvented reactive UI: every modification to the underlying data called some "updateGraphicsView" function that would then re-render the entire thing. Not great for performance, great for avoiding bugs.

Seriously, for me Qt goes in the "never again" category.

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

#103
post #43

Earlier quoted context omitted.

Spotify is an Electron app that's doing well. Also my own company's experiences with it have been good.

Spotify isn't an Electron app. It predates Electron and uses CEF ( https://bitbucket.org/chromiumembedded/cef , https://en.wikipedia.org/wiki/Chromium_Embedded_Framework ), like Steam.

I should have said Slack.

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

#104
post #73

Earlier quoted context omitted.

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.

I'm pretty sure (well certain) it's possible to do. We built a demo VR project to explore insect anatomy. It didn't get very far, was ultra crude, and we had no clue what to consider in the UI/UX of VR. 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

Sorry for the late reply, I lost track of my comment. Serious VR applications are around for quite some time now. There is a pretty huge research body on VR, usability in VR etc. Recent consumer VR makes it certainly more accessible but the already existing body of VR research is still applicable. IMO it's simply not a new frontier that game designers are necessarily the best experts in. Especially when you consider under which constraints games are developed.
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