This week I worked on designing the UI for the game. I aimed to use the UI to enhance the visual aesthetic of the game as a whole, similar to the borders in a retro space poster. After doing some research, I also found that futurism and constructivism would be good fits for influencing the design of the UI.
I began by listing the information that is essential for the UI to communicate, as well as info that appears in specific contexts.
The UI needs to show the following:
All of the time:
Contextually:
Dependent on modules installed:
Next, I broke down the information into three reads, as suggested by Zach Gage (http://stfj.net/DesigningForSubwayLegibility/), which allows me to create a visual hierarchy so that more important data can be more visually distinct than data which is less important. The first read is the most important, whilst the third is the least; my notes on Gage’s talk can be found here: