Users are the Heart of a Nation


Design & Development

Our team has been dedicated to designing and prototyping our project during the last few weeks.

One of the main things we're looking at is ensuring that our game has a user centered design (UCD). So, we are trying from the beginning to predict and premeditate how our users will interact and understand our game to make our usability extremely pleasant and intuitive for our players. 

For this, we look for inspiration in the Brazilian and Russian constructivist movement and the Bauhaus design school, seeking to use the same methodology in solid and straightforward forms in our UI to simplify our transmission of information between the game and the game user.

Emblema – 1978 – Rubem Valentim

By doing this, we are taking into account standard considerations and conventions already pre-established in other interface designs, ensuring that the player already understands, from previous experience, how our interface should work.

Consistency Consists of Consistence

In the same way, consistency is something fundamental to us, so since now, we have already established a consistent art direction, with definitions of styles, colour palettes, iconographies, etc. Which we will keep consistent throughout the game.

Concept - By Wilson Chan

And speaking of iconography, we are working to simplify our icons, indexes and symbols as much as possible, ensuring that the user should see only the relevant information that is essential for completion because each time irrelevant information is added, it puts the user in a more complicated situation, something we want to avoid.

Relax Don't Think Too Much

In this way, we want to avoid unnecessary mental efforts on the user's part. Too much effort invested in learning about the operation makes them less efficient and prone to errors. The frequency of tasks is necessary since users don't have to memorize information from a previous part of the system that is to be used in the next part. We want to ensure that the instructions on using our interface are clearly defined.

The Cow - 1917 - Theo Van Doesburg

Another crucial factor for our team in UCD is implementing feedback on all interactive tools in our game. For this, we will use colour, shape and sound changes to ensure good feedback in short processes. We will use indicators demonstrating that the process is running with final feedback on its completion for long operations.

Experience above everything

Finally, we want to ensure that the experience in our game is as pleasant as possible for the player, and for that, we believe that the UI should be almost imperceptible to the player, as we think that the more the player notices the interface in a game, it's because she's getting in your way more than she should. We chose to use a diegetic interface, ensuring that the player's immersion in our game is the best possible.

Files

Under Choices - GDD - V1.0.pdf 13 MB
Nov 13, 2021

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