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t1k:designer:ux:core

FieldValue
Moduleux
Version1.7.2
Efforthigh
Tools

Keywords: design, game UX, user experience, UX

/t1k:designer:ux:core

  • Designing HUD, health bar, cooldown indicators, minimap, or damage numbers
  • Laying out mobile game UI (touch targets, thumb zones, portrait/landscape)
  • Designing onboarding flow, tutorial, or first-time user experience (FTUE)
  • Adding accessibility support (colorblind modes, text sizing, remapping)
  • Deciding what information to show on-screen and at what priority

Three tiers — always visible vs on-demand vs menu-only:

  • Critical (always visible): HP, active threat, objective marker
  • Important (contextual): mana/stamina, cooldowns, mini-map
  • Optional (in menu): detailed stats, inventory, map
  • Every UI element must answer: “What does the player need to DO with this information?”
  • If removing an element doesn’t hurt decision-making, remove it
  • Contrast ratio ≥ 4.5:1 for text legibility (WCAG AA minimum)
  • Primary actions → same screen position every session (never move HUD elements)
  • Consistent button meanings across all screens (B/Circle = cancel, universally)
  • Feedback within 100ms of input (see game-feel-juice for input responsiveness)
┌─────────────────────────────────┐
│ [Minimap] [Quest/Obj] │ ← Top corners: orientation info
│ │
│ [World] │ ← Center: unobstructed
│ │
│ [HP Bar] [Skill Bar] [Lvl] │ ← Bottom: action info
│ [MP/Stamina] [Inv SH] │ ← Bottom row: resource + shortcuts
└─────────────────────────────────┘
  • HP bar: bottom-left; always visible; color shifts red below 30%
  • Minimap: top-right; tap-to-expand on mobile; show only within 50m radius
  • Skill bar: bottom-center; 4–6 slots; cooldown overlay on each icon
  • Inventory shortcut: bottom-right corner; opens bag without leaving game world
  • Boss HP: top-center, appears only during boss encounter
  • Minimum touch target: 44×44 pt (88×88 px at 2×); increase to 56pt for primary actions
  • Thumb zone (portrait): safe primary actions within bottom 40% of screen; avoid top corners
  • Thumb zone (landscape): left thumb = movement/camera; right thumb = actions; never cross
  • Gesture conflicts: swipe-to-dodge must not conflict with scroll; assign separate screen regions
  • Button spacing: 8pt minimum gap between adjacent touch targets to prevent mis-taps
  • Dual-thumb dead zone: center 20% of screen — avoid placing any interactive element here

Priority order: visual > audio > haptic — never skip visual.

ActionVisualAudioHaptic
Button pressScale 0.9× → 1.0× (80ms)Click sfxLight impact
Skill activateIcon glow + cooldown startCast sfxMedium impact
Damage receivedRed vignette flashHit gruntHeavy impact
Level upFull-screen particleFanfareLong buzz
  • Colorblind modes: Deuteranopia (red-green), Protanopia (red), Tritanopia (blue); recolor HP/enemy indicators
  • Never color-only: HP = color bar + icon + number; enemy type = color + shape icon
  • Font size scaling: minimum 28sp body, 24sp secondary; provide 3 scale presets (S/M/L)
  • Auto-battle option: mandatory for mobile RPG — reduces fatigue for farming sessions
  • Subtitle options: speaker name + dialog text; separate toggle for combat callouts
  • Reduce motion: disable screen shake and particle excess; respects OS-level preference on iOS/Android
  1. Arrive — player spawns in safe zone; no enemies; no timers
  2. Discover — single clear prompt: “Move to the marker” (movement only)
  3. Interact — contextual prompt when in range: “Press [A] to attack dummy”
  4. Compound — combine: “Use skill, then attack” — max 2 inputs per tutorial beat
  5. Graduate — practice arena with easy enemies; player can replay anytime from menu

Rules:

  • Teach one mechanic per screen; never stack 3+ prompts simultaneously
  • Always offer skip after step 1; show “Tutorial in Settings if you want it back”
  • Progressive disclosure: hide advanced mechanics (combo, status effects) until level 5+
  • Never lock player in tutorial room — allow menu access throughout
Design AreaKey RuleReference
HUD layoutCritical info bottom-left, secondary top-rightreferences/hud-patterns.md
Mobile touchMin 44×44pt targets, bottom-60% for primary actionsreferences/mobile-touch-ux.md
TutorialLearn-by-doing, always allow skipreferences/onboarding-tutorial.md
AccessibilityShape+color (never color alone), scalable textreferences/accessibility-basics.md
#Anti-PatternProblemFix
1HUD clutterCognitive overload, player ignores everythingApply 3-tier hierarchy — show only critical info by default
2Forced tutorialsExperienced players churn immediatelyAlways provide skip; teach through optional challenge rooms
3Invisible affordancesPlayer doesn’t know what’s interactableGlow, outline, or color-code interactables consistently
4Color-only encodingColorblind players lose critical infoAdd shape/icon/pattern alongside color for every indicator
5Moving HUDBreaks muscle memoryLock UI positions; let player customize once, keep forever
6Text too small on mobileUnreadable under 28spEnforce minimum sizes; test on 5-inch screen
  • game-visual-design — color palettes, typography, rarity tiers for game screens
  • game-ui-animation — screen transitions, menu animations, micro-interactions
  • game-ui-wireframe — layout planning, screen templates, navigation flows
  • game-feel-juice — input responsiveness, feedback timing, hit flash patterns
  • game-level-design — tutorial encounter design (spatial teaching)
  • engine UI toolkit skills (auto-activated via registry) — UI implementation patterns
  • UI framework skills (auto-activated via registry) — drag-and-drop, cell grids
  • engine mobile skills (auto-activated via registry) — safe area, notch handling
  • engine inventory skills (auto-activated via registry) — polyomino grid UX patterns
  1. Overlapping action buttons + reward trays: When building bottom-panel UIs (FIGHT button + reward tray + inventory), calculate cumulative Y offsets: buttonY = padding + trayHeight + padding. Never anchor multiple interactive elements at the same Y — players WILL mis-tap.
  2. First-person corridor parallax: Horizontal UV scrolling does NOT create “walking forward” feel. Use perspective-baked static backdrop + animated perspective lines (Outrun-style) for forward-into-screen motion.
  3. Touch target minimum: 44x44pt for iOS, 48x48dp for Android. BackpackCrawler FIGHT button is 160x50 — good. But reward slots at 70x70 should have 8px spacing minimum.
  4. Mobile font size minimums (CanvasScaler 1080×1920 ref): Headers ≥28, body ≥24, secondary ≥16, captions ≥14. BackpackCrawler had 12 of 14 text elements below minimums (11-16f range). Also increase container heights (HP bars, encounter bars, telegraph) when increasing font sizes to prevent text clipping.
  5. Container heights must scale with font sizes: When increasing font sizes, ALWAYS also increase container heights (HP bars, encounter bars, telegraph containers). Formula: height >= fontSize * 1.5 + padding * 2. BackpackCrawler HP bar was 20px for 12px text — after bumping text to 16px, bar needed 26px.
FileCoverage
references/hud-patterns.mdHealth bars, minimap, cooldowns, damage numbers, inventory grid UX, resource counters
references/mobile-touch-ux.mdThumb zones, touch target sizes, gesture vocabulary, portrait/landscape, haptics
references/onboarding-tutorial.md4-phase tutorial, progressive disclosure, contextual hints, skip patterns, anti-patterns
references/accessibility-basics.mdColorblind modes, text sizing, remapping, difficulty options, subtitles, motion sensitivity
references/mobile-font-sizing-guide.mdFont size tiers (1080×1920), container height formula, HP bar sizing, grid cell sizing, CanvasScaler setup