COSenna
COSenna t1_j2wrpes wrote
Reply to comment by rainmace in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
I definitely agree, though UX is never really associated with this level of interaction. The way the engine responds to your movements through a controller relates directly to your experience. Bad physics would yield unwanted results, thus giving the user a bad experience.
I only work on interfaces, but I’ve always thought I’d be good at “designing” game physics, or at least testing and relaying needed adjustments. It all come down to getting something to work as efficiently as possible, I suppose.
COSenna t1_j2wpuyc wrote
Reply to comment by IllegitimateLiteracy in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
I see you don’t work in tech
COSenna t1_j2so4fv wrote
Reply to comment by ejensen29 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
That’s a fair assessment. Perhaps they made some slight improvements compared to GTA5. I wonder how bad the menus will be in 6 lol.
Years ago I found R*’s lead UX designer on LinkedIn but was unable to message him. I wanted to see if he know what he was doing, and if so, how much leverage he had in the company to promote proper UX practices. I kinda want his job lol
COSenna t1_j2smkxg wrote
Reply to comment by ejensen29 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
The weapon wheel is just OK. Not great, not terrible. The problem is they were trying to go with a certain aesthetic and it makes all of the items incredibly hard to differentiate being that they’re all white on black with no labels. This is far worse a problem in the satchel menu and what not. The weapon wheel was easier since the shape definitions were easier to differentiate.
COSenna t1_j2sdx1b wrote
Reply to comment by kepler1 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
It’s quite ironic. I’ve been using this site for my job going on 3 years now (not regularly mind you) and for a lot of the laws I have to do additional research to find how it applies to the interfaces I design.
COSenna t1_j2sdbdn wrote
Reply to comment by Protonis in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Honestly, most games have horrid UX in menus and elsewhere, especially from an accessibility standpoint.
I find it amazing that some game developers spend hundreds of millions of dollars developing a game (looking at you, R*) and their menus feel like they were designed by a 9 y/o. Horrendous information architecture, layouts, readability, performative actions, etc.
RDR2’s menus are some of the worst offenders and that game is absolutely brilliant.
COSenna t1_jdvbn0y wrote
Reply to Painted murphy bed project by dh126
I’m planning on doing something extremely similar in my master. Already have the plans and 3D model. Biggest difference is it won’t be a Murphy.
I was wonder the best way to paint. Was considering taking it apart once assembled but that sounds like a massive pain. I think prepping the room is the way to go.