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Birwin

6
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A member registered Apr 03, 2023 · View creator page →

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Fantastic prototype build Brendan.  Also, great work with creating the “Intensity” of your main game character's eyes aswell.

I really like how you have paid close attention to the alignment and positioning of your menu scene menu and game scene game control interface.  By designing/placing these elements this way, it makes these buttons/controls feel naturally “Intuitive” for the user which essentially reduces cognitive load and improves overall UX.

One small issue is regarding the consistency/colours of the buttons.  Some buttons lack a hover state, which makes some buttons behave differently and thus reduces the overall level of functional consistency for the buttons. Also, the normal button colour of green makes it slightly challenging for the user to clearly differentiate the buttons from the game scene because this colour is similar to the environment's green colour as well.    

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Great prototype design Victor, and well done with adding the cloud animation to the menu scene.

I really like your overall use of colours, especially the colours that you choose for your buttons and the UI panels.  Grey buttons on a dark background provide good contrast, and the yellow and blue button colour states provide an easily recognised visual feedback to the user when they interact with these buttons (Hover or click on them). The combination of these UI panel/button colour choices really helps to create clear visual separation with these elements from the environment in the scenes.

One minor critique is regarding the positioning of some buttons on the game scene.  If you moved the “Reset” button to the bottom of the other buttons (Because its frequency of use would be less than the other buttons) and repositioned the “Grow” button to be on the right side of the “Shrink” button, this would help to reduce cognitive load for the user and improve the overall UX due to all the buttons being in a more logical location.


Nice work with your prototype Sam, and well done with adding the “Timber look” UI panel on the menu scene.

It’s great to see that you have considered the usage requirements of mobile users in regard to the UI/buttons used throughout the game.  By designing the UI/buttons to be large (With large text font as well), it makes the buttons easy to see and press which essentially assists with the overall ease of functionality for the game.

A minor issue I did find is regarding the lack of visual separation with the game scenes buttons/environment.  With these buttons not having a UI panel behind them, it makes the buttons slightly difficult to differentiate them from the environment, which would make it harder for users to differentiate between the buttons and the game environment which would decrease the level of overall accessibility.   

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An interesting and fascinating story you have there Cornelius. 

 Below are some highlight points about your design from a UI/UX perspective.

I like how your design has used large white sans serif fonts that are "Easy-to-read" throughout your pages which provide good readability for the user. 

 Your use of consistency throughout your design (Page elements and navigation) provides the user with a familiar and intuitive page-by-page experience which ultimately helps to free up their cognitive resources which ultimately reduces "Cognitive friction".

Also, I can see how you have applied Gestalt’s Law of Similarity and Law of Proximity throughout the design (Especially with your page navigation)  Your page navigation has been grouped closely together, has the same colours and is in the same location throughout all the pages.

The colour theme and your choice of graphics are in alignment with your overall theme of your story which in itself would enhance the user experience. 

Finally, an area to consider for improvement would be to incorporate a list of page buttons on the home page to give the user a sense of knowing where they are within the story application.  This will minimize the user feeling “Lost” during the navigation process which will free up their cognitive resources even further.

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Great story and design concept Gurnoor. 

I like how you have cleverly used the blue/black colour theme together with high contrast bright coloured story objects (Especially the butterly and caterpillar graphics having pink, yellow, green, red and blue colouring) this improves accessibility by helping users to easily perceive these objects on the pages.

With your text, your choice of using sans serif fonts is a great choice to enhance readability for users who are reading this story on small screen devices (Mobile devices) and your font colour choice works nicely by having white text on top of a blue background.  This creates good contrast for easy readability.

It is clearly evident that you have used Gestalt’s principles in your design thinking, especially with how you have implemented your page navigation buttons. 

Your navigation has been grouped and placed in the same location on each page, has the same colour and it has been visually separated from the main page content with a separating colour element.  This has essentially used Gestalt's Law of Proximity, Law of Unified Connectedness and also his Law of Similarity. 

Also, you have made good use of consistency throughout your entire design.

Finally, one suggestion to help improve the overall user experience is to consider implementing a current page number on each story page as to give users a clear understanding as to which page of the book they are currently reading.  By doing this, it will free up their cognitive resources which will reduce cognitive friction.