Game UI is different from app UI in ways that most product designers underestimate. Here's what I've learned.
Rule 1: The context of play changes everythingUsers of your payment app are stationary, patient, and focused. Players of your mobile game are in a bus, one-handed, 20% battery, in a hurry. Every interaction needs to be thumb-friendly, interruptible, and forgiving.
Rule 2: The third dimension is always presentEven on a 2D phone screen, game UI exists in a spatial world. Your HUD needs to sit comfortably on top of dynamic, moving, sometimes chaotic game content. High contrast, proper layering, and appropriate blur are essential tools.
Rule 3: Information hierarchy in games is invertedIn apps, primary actions are large and obvious. In games, primary game view is most important — UI should be as small as possible while remaining usable. The best game UI is invisible until needed.
Rule 4: Animation is not decorationIn apps, animations should be subtle and brief. In games, animations communicate state — health dropping, resources increasing, a reward arriving. Game UI animations need to be noticeable and satisfying.
Rule 5: The tutorial is part of the designThe best tutorial is no tutorial — the game teaches itself. When that's impossible, design tutorials that are contextual, brief, and skippable. Nobody reads tutorial screens.
Rule 6: Monetisation is a design challengeEvery game designer eventually faces the in-app purchase screen. The ethical designer's job is to make monetisation clear, fair, and not manipulative. This is increasingly regulated and increasingly scrutinised.
Rule 7: Test on real devices, alwaysA game UI that looks great on your Macbook mockup often falls apart on a budget Android device with a small screen and a cracked display protector. Test on the devices your actual players use.
Comments (0)