4 ms·
> headline is implying (some kind of hugely complex, hard-to-create UI) Making anything simple is HUGELY complex. It took them years to get what they wanted an
by baldfat 9y ago
> headline is implying (some kind of hugely complex, hard-to-create UI)
Making anything simple is HUGELY complex. It took them years to get what they wanted and it shows. I think complex UI is actually lazy work. Space 4X games have notorious UI. Endless Space 2's interface might be much simpler than others but I guarantee you they put more time into refining their interface.
Being able to explain or create something "simple" is perhaps the hardest part of creating, and is much harder than naming things in programming and that actually is perhaps is the hardest part.
- andywood 9y agoI made a game that has this design principle. The UI is all point-click and a few icons. But it presents things like: what you can do to the object in front of you, with the item in your hand. What you can do with items you have on hand. What you could do if you had an item that you know about. Hints about what you could do if you knew something you don't know yet. This is all distilled to a single icon with decorations, but computing it all correctly is quite involved.
- vanderZwan 9y ago> Making anything simple is HUGELY complex. It took them years to get what they wanted and it shows. I think complex UI is actually lazy work. As an interaction designer: thank you! I wish more people understood this.
- danielbarla 9y agoI think we're in agreement; I'm in no way belittling their efforts, quite the opposite. My point is just that it's not the UI itself that's complex in these scenarios, it's the entire package. Attributing the complexity to the UI is the same as a user who blames the front-end when a system goes down, while in reality that is the interaction area and there's a mountain beneath that.