A look at some common user interface patterns used in video games and how they do, or can, relate to other types of user interfaces, especially web design.
New UI design opportunities are becoming available as we adopt 3D technologies, augmented reality and gesture based control. Screens will evolve from rectangles that we look through, in to destinations we can move in to. While augmented reality enables the user interface to exist along side the real world.
After attending the Games Based Learning 2010 conference in London I've come away with a realisation of what the medium is capable of and present the case that web designers should be informed and ready to implement games as another form of digital content.
Games are introducing innovative interactive elements that blend traditional UI patterns with fictional ones that follow the narrative. I examine the different categories of UI elements and look at examples of their implementation in some recent games.
Advertising often embodies worlds that don't exist, at least in the physical sense. It makes use of myths and portrays an appropriate moment or environment in order to prompt a certain emotion or reaction in the reader. Like film or TV it often provides guidance when handling real life events. Advertising and media act as a powerful informers of local culture.
I've been looking at ideas based around 3D information systems recently, as research for a project I might be working on this month. While I haven't finished researching, one of the topics that has got me interested is the redundancy of interactive elements such as icons and scroll bars when navigating a 3D space.