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	<title>Comments on: Good Game GUI Design &#8211; What Do You Use?</title>
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	<description>Pragmatic Thoughts On Game Development</description>
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		<title>By: Wes</title>
		<link>http://www.doolwind.com/blog/good-game-gui-design-what-do-you-use/comment-page-1/#comment-686</link>
		<dc:creator>Wes</dc:creator>
		<pubDate>Wed, 17 Jun 2009 10:45:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=109#comment-686</guid>
		<description>A lot of the time I still use photoshop or some other graphical tool for a mock up, or good old pen and paper.  That is, strictly speaking for a &quot;mock up&quot; and not a prototype.  I consider a prototype to be functional on some level.  When targeting games specifically I think one of the biggest problems is that quite a few games have non-standard GUI elements, either via layout or controls - whether this is a good thing or not is wholly debatable.  Some non-standard GUI elements will be good examples of lateral thinking, others will be tragic examples of oversight.  I think a problem with a mock up tool targeted at games is going to be related to this.  How to give the designer the ability to innovate without going too far left of the field?

With regards to your previous article, I&#039;d agree, that too many interface elements results in confusion.  Another problem is friction.  Poor positioning of those elements can result in a sore wrist/fingers/arms and head. :P

I think for the first iteration of such a tool some good features would be:

1.) The standard GUI elements.  Buttons, Windows, Drop down lists etc.
2.) Some support for context sensitive controls.  Though this could be quite a troublesome one.

Many of these elements could be basic shell items with minimal functionality etc.  In fact, for a strict &quot;mock up&quot; program, many of the elements could be generalized to basic shapes with parent/child relationships.  This would allow the tool to target speed and allow quick iteration.  Generally, a mock up tool should be fast, easy to use and lite on the details.</description>
		<content:encoded><![CDATA[<p>A lot of the time I still use photoshop or some other graphical tool for a mock up, or good old pen and paper.  That is, strictly speaking for a &#8220;mock up&#8221; and not a prototype.  I consider a prototype to be functional on some level.  When targeting games specifically I think one of the biggest problems is that quite a few games have non-standard GUI elements, either via layout or controls &#8211; whether this is a good thing or not is wholly debatable.  Some non-standard GUI elements will be good examples of lateral thinking, others will be tragic examples of oversight.  I think a problem with a mock up tool targeted at games is going to be related to this.  How to give the designer the ability to innovate without going too far left of the field?</p>
<p>With regards to your previous article, I&#8217;d agree, that too many interface elements results in confusion.  Another problem is friction.  Poor positioning of those elements can result in a sore wrist/fingers/arms and head. <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>I think for the first iteration of such a tool some good features would be:</p>
<p>1.) The standard GUI elements.  Buttons, Windows, Drop down lists etc.<br />
2.) Some support for context sensitive controls.  Though this could be quite a troublesome one.</p>
<p>Many of these elements could be basic shell items with minimal functionality etc.  In fact, for a strict &#8220;mock up&#8221; program, many of the elements could be generalized to basic shapes with parent/child relationships.  This would allow the tool to target speed and allow quick iteration.  Generally, a mock up tool should be fast, easy to use and lite on the details.</p>
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		<title>By: bleevo</title>
		<link>http://www.doolwind.com/blog/good-game-gui-design-what-do-you-use/comment-page-1/#comment-685</link>
		<dc:creator>bleevo</dc:creator>
		<pubDate>Wed, 10 Jun 2009 23:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=109#comment-685</guid>
		<description>http://www.balsamiq.com/</description>
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