Linked by Thom Holwerda on Mon 18th Jun 2012 12:19 UTC
Graphics, User Interfaces It's been one of my major pet peeves on both Android and iOS: the total and utter lack of consistency. Applications - whether first party or third party - all seem to live on islands, doing their own thing, making their own design choices regarding basic UI interactions, developing their own non-standard buttons and controls. Consistency died five years ago, and nobody seems to care but me.
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RE: Comment by Radio
by Thom_Holwerda on Mon 18th Jun 2012 15:29 UTC in reply to "Comment by Radio"
Thom_Holwerda
Member since:
2005-06-29

But would you recriminate against the fact a FPS does not have the same controls than a flight sim or a RTS? Those are all games, aren't they? Why should I relearn how to do things? (Do you see the flaw?)


You just proved my point. Equating applications to games is the very problem! A game is entertainment, an experience - it doesn't help you accomplish a task. The game itself is the goal.

A game in and of itself is an end - not the means to anything.

An application, on the other hand, should be the means to an end - not the end itself.

See the flaw?

Edited 2012-06-18 15:29 UTC

Reply Parent Score: 3

RE[2]: Comment by Radio
by Radio on Mon 18th Jun 2012 15:51 in reply to "RE: Comment by Radio"
Radio Member since:
2009-06-20

No, I don't. The fact that a game defines its own goal(s) is irrelevant. And are you sure a game UI "doesn't help you accomplish a task"? You must have played only really bad games :-P

More to the point, the "entertainment" or "experience" is more related to the content of the game, not to its UI. You can argue the opposite since the apprition of kinect/move, but for the vast majority of games, it is just keyboard+mouse and really diverse, genre-specific UI and behaviors (right-click gives a different response in each game genre, and even between RTS titles, for example).

Once a task is defined - whatever it is, whoever defines it -, the best way to get it done may not be one "standard" UI, and games are an extreme proof of that.

If you think there is a standard UI which is able to encompass all possible data input and manipulation - or a set rich enough to feel "complete" -, I expect to see a proof of that. I am genuinely interested.

Reply Parent Score: 1

RE[3]: Comment by Radio
by Thom_Holwerda on Mon 18th Jun 2012 16:08 in reply to "RE[2]: Comment by Radio"
Thom_Holwerda Member since:
2005-06-29

You'd be surprised just how similar controls games in the same genre have. Play one FPS, and you can play them all.

As far as actual game GUIs go (menus and such)... I hate how every game has entirely different in-game menus. Some apply when you change a setting, some require you to select an on-screen button to save settings, some require you to press a specific button on the controller. Some have HUD settings in the gameplay menu, some have it in the graphics menu. And so on.

Game UIs are often pretty terrible - crazy fonts, weird colour schemes, too small fonts, etc. etc.

But even then, you can't just equate games with applications - especially not mobile applications. You usually play a the same game for longer periods - days, maybe even weeks. Try playing Fallout for a while, then switch to Left 4 Dead. Curse the failed reloads and jumps - because the controls are different.

Now, imagine making this shift not once every week or once every few weeks (as with games), but several times per minute. Mobile applications are in-out-in-out, very rapidly. You don't spend a lot of time on each.

Reply Parent Score: 3