glanceable
[glan-suh-buh l, glahn‐]
- noting or relating to information on an electronic screen that can be understood quickly or at a glance: glanceable data; a glanceable scoreboard.
- enabling information on a screen to be quickly understood: a glanceable design; glanceable interfaces.
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“Okay,
done with the first version.” Benny said as he pushed his chair away from the
desk. He leaned back, stretching his
arms over his head to work out the stiffness in his limbs, back and neck. He would need to do more later, but this was
at least good enough to keep his blood flowing.
Benny’s
partner, Kyle, scooted over and looked over Benny’s work critically.
“It’s no
good.” Kyle said. “Too cluttered. Too hectic.”
“What? I know there’s a lot there, but it’s all
needed.”
“No it’s
not. Players should be able to get all
the info at a glance. If you have to
actually read something, it’s no good.”
Benny
moved next to his partner and looked at his design. It was true that there was a lot of
information given on the UI, but they were making a complex game. A complex UI was to be expected. Still, Kyle was good at what he did. The heavyset man was usually right about the
matter of games and game design. Besides,
this was only the first version. Changes
were to be expected.
“Okay,
so what should I do? I mean, the players
are going to need a lot of this info, and constantly opening a menu to get it
is inefficient.”
“Please
tell me you at least have this stuff on a menu.”
“Of
course I do. Well, I will once I
actually make them, but it’ll all be there, and in greater detail.”
Kyle crossed
his arms and nodded. “Good.”
“So,
about the UI?”
Kyle hummed
thoughtfully for a moment. “Icons. Replace the words with images. They don’t have to be big or detailed, just
distinct. Then use tooltips for specific
details. That way, it’s easy for the
player to get a general idea of what’s happening with a quick glance, but they
can also get details if they need it.”
Benny
rubbed his chin. What Kyle said did make
sense. In his experience, most gamers
were visual people. Using simple images
would be better than the words Benny was currently using. The only problem was how much work it would
take. He would need to make hundreds of
icons to represent all the information the current UI provided. Well, it was just one more thing on the very
long list of things he still needed to do.
“Okay,
so replace words with icons, got it.” Benny asked.
Once again,
Kyle cast his eye over the screen. He
squinted and turned his head from side to side, humming and hawing as he thought.
“It’s
too spread out. You’ll need to make it
more compact.”
That
would be a lot easier to do. “Okay, that’ll
happen once the icons are put it. Right
now it’s so big because it uses words, so making it smaller now would be a
nightmare.”
“Good.”
“Anything
else?”
“Nothing
critical. Those are the two biggest
problems. Everything else is cosmetic
and optimization. Those types of things
can be done later, once we have more of the game built.”
“Sweet. It that case, I think I’m going to take a break. Can’t spend all day looking at a computer,
right?”
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A video game's user interface (UI) is very important. It's how players get most of the info they use most often. It can't have everything, but all the stuff that's needed for most situations is stored there. So if a game has a bad UI, it won't be nearly as good as it could, even if everything else is amazing.
A video game's user interface (UI) is very important. It's how players get most of the info they use most often. It can't have everything, but all the stuff that's needed for most situations is stored there. So if a game has a bad UI, it won't be nearly as good as it could, even if everything else is amazing.
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