Design game UI around player decisions and task-relevant information. Use visual style to reinforce those decisions after the information architecture and interaction model are defined.
Workflow
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Identify the play context.
- Determine genre, platform, camera perspective, input devices, expected viewing distance, pace, multiplayer constraints, and target audience.
- If important context is missing, make explicit assumptions and keep recommendations conditional.
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Map player decisions to information.
- List the decisions the player must make during each game state.
- For each decision, identify the minimum information needed, how frequently it changes, and how quickly the player must notice it.
- Classify information as immediate, near-term, or reference-only.
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Choose the presentation method.
- Select HUD, diegetic, spatial/world-space, audio, haptic, or menu presentation according to task, urgency, frequency, and occlusion cost.
- Do not assume diegetic UI or minimal HUD is inherently more immersive or more usable. Evidence does not support a universal winner across information types.
- Use persistent presentation for information that must be monitored continuously. Use contextual or on-demand presentation for lower-priority information when it reduces distraction without hiding required state.
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Establish hierarchy and interaction consistency.
- Give the highest visual priority to information that changes the player's next action.
- Keep interaction mappings, button prompts, focus treatment, terminology, and menu structure predictable.
- Make selected, focused, pressed, disabled, cooldown, warning, and error states perceptibly distinct.
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Design learning and recovery.
- Teach mechanics through practice when possible, with timely feedback and access to reminders later.
- Stage complex instruction so the player learns near the moment of use.
- Let players revisit objectives, tutorials, narrative summaries, and progress when the game requires memory over time.
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Apply accessibility constraints early.
- Treat readability, contrast, focus visibility, input flexibility, redundant sensory channels, and error recovery as design constraints rather than late polish.
- For platform-specific numeric requirements, verify the current official guideline before quoting a number. The bundled accessibility reference contains a dated snapshot for fallback use.
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Evaluate with the right method.
- Use heuristic review for early concepts and prototypes.
- Use playtesting for task completion, comprehension, attention, and preference.
- Separate usability findings from aesthetic preference and from game-balance difficulty.
Evidence and reference routing
Read references/research-evidence.md when making claims about HUDs, diegetic interfaces, tutorials, learnability, or game usability research.
Read references/accessibility-platform-guidelines.md when reviewing text size, contrast, sensory redundancy, input, objectives, menu navigation, focus, context, errors, or destructive actions.
Read references/review-checklist.md when auditing an existing UI, screenshot, prototype, or design document.
Read references/output-patterns.md when producing a critique, design brief, implementation guideline, or research-backed recommendation.
Core decision rules
- Preserve immediate comprehension during play. A visually elegant interface that obscures required state has failed its task.
- Optimize information placement for the specific gameplay task. Health, ammunition, navigation, targeting, objectives, and inventory can justify different presentation methods.
- Minimize simultaneous competition for attention. Reduce decorative motion, notifications, and low-priority indicators around high-pressure decisions.
- Keep critical status visible or quickly recoverable. Avoid forcing memory when the game can present current state or progress.
- Use more than color alone for critical distinctions. Combine color with shape, label, pattern, position, outline, audio, haptic, or narration as appropriate.
- Provide a clearly visible focus indicator for controller/keyboard menu navigation.
- Update on-screen prompts after input rebinding or input-device changes.
- Give players a review, confirm, cancel, or undo path for destructive or permanent actions.
- Prefer player-configurable UI density, subtitles/captions, contrast, text scale, and input behavior when those settings are relevant to the game.
Quality bar
Ground strong recommendations in one of three forms: cited research, a current platform/accessibility guideline, or an explicit task-analysis argument. State study scope and limitations when a paper is descriptive, genre-specific, or based on a limited sample. Avoid turning one game's convention into a universal rule.