by Bernadette Samson

The interface creates the first impression of it and determines what the user’s experience of interacting with its elements will be. The interface of a mobile game is much more than just eye-catching icons on the screen.

The interface creation process is traditionally divided into two parts:

  • UX is how the player interacts with the interface;
  • UI is how designers present information to users through icons, messages, and vibrations.

UX designers focus on the user’s interaction with information, while UI designers take care of appearance and interaction design.

There are huge differences between the interfaces of mobile, PC and console games.

First of all, the management method. Average gaming session time and screen size also play a huge role. On consoles, we are used to running dynamic first-person action games with a high pace of play or super beautiful games with perfect sound, like those on the joocasino au website. On the other hand, mobile and PC games have a more relaxed pace. Mobile games have the slowest pace because users often pause while thinking about their strategy. Users play console shooters on the couch in front of the plasma and pause the game very rarely. To immerse yourself in a computer game, a gamer needs to set aside at least an hour and concentrate on completing level after level.

Mobile games are launched everywhere. On the one hand, this is a plus, but the user is rarely completely focused on the game. This makes it more difficult to hold onto. Keeping these factors in mind, UX/UI designers design the interface.

When designing an interface for a casual mobile game, you shouldn’t look to PC and console solutions. One of the key laws of mobile UI is that simpler is better. Its only task is to solve the user’s problem.

What is Hick’s law?

It goes like this: The time it takes a user to complete their task increases with the number of options available. In mobile casual games, reaction time always matters since users are not focused during the session.

In this case, you need to further break the task into subtasks. Give them out sequentially and prioritize them correctly to make it more convenient for the player. Overloaded screens are difficult to perceive and look unsightly.

What is Fitts’ Law?

In 1954, a psychologist derived a relationship: the greater the distance from one goal to another goal and the smaller the size of the goal itself, the more time it takes to achieve it. And, accordingly, on the contrary, the shorter the distance from one goal to another goal and the larger the size of the goal, the less time it takes to achieve it. Difficult? Not at all. The larger, brighter and closer the button, the easier it is for the user to click on it.

To attract the player’s attention to the task you need, use color, size and animation. When developers highlight multiple tasks at the same time, the player has to choose which to solve first. The interface designer’s job is to lead the user by the hand so that his gaming experience is pleasant and successful.

The main menu elements should be memorable to the player and distinct from each other. Objects drawn according to the principle of skeuomorphism, that is, endowed with properties from the real world, are excellent. So a person quickly understands that a backpack is an inventory, and a wrench is a setting.

Text is secondary

When solving problems, the player avoids reading the text. He resorts to it only as additional information. The user first analyzes the shapes and colors, and only then, if they are not clear, begins to read. Of course, if it’s not a novella. If you need to add text to a window, be sure to include a colorful icon inside it.

Adapt to righties

The main elements for interaction should be on the right, because most often the user is right-handed.

Don’t forget about feedback

When a user interacts with an interface, he is deciding a question and wants an answer. If you have skins that open as you level up, indicate this on the button.

The interface designer’s work is based on his own gaming experience. Play more, analyze and read reviews of mobile games. Listen to people, build hypotheses and create new things.

And we give you one last piece of advice that we always follow: the only rule of the game is to be in love with what you do. Good luck!

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