Real Time Strategy
Graphical User Interface

The objective of this GUI prototype was to achieve a balance between the implementation of established industry best practice usability principles and insights gained from user feedback. Don Norman’s design principles and W3C accessibility standards were closely followed to address the high information density and time-sensitive demands inherent to the RTS genre. The interface applied principles of visibility, affordance, and mapping to minimise cognitive load.

The prototype was rigorously validated through real world usability testing and then iteratively refined to resolve the tension between interface efficiency and the aesthetics essential for immersive world-building.

Key Achievements

  • Designed a High-Density RTS GUI specifically to manage information overload and maintain situational awareness within time-sensitive game environments.

  • Integrated RTS specific UI elements of Context-Sensitive Command Panel, dynamic Minimap, horizontal Action Bar and a vertical Campaign Objectives Panel to optimise use of screen real estate on 16:9 displays.

  • Applied UX Frameworks: Leveraged Don Norman’s principles of visibility, affordance, and mapping to optimise player performance and minimise cognitive load.

  • W3C Accessibility Integration: Ensured the interface is perceivable through colour-independent iconography and operable via dual-input accessibility for both mouse and keyboard users.

  • Methodical Usability Testing: Conducted rapid-cycle usability studies focusing on quick identification of elements and command sequencing tasks to validate interface efficiency.

  • Quantitative testing of GUI Performance : Validated the design through formal player testing that yielded a 0% error rate in command sequencing and a 2-second average icon location time.

  • Qualitative Testing for Critical Aesthetic Analysis of visual elements: Identified and addressed a core tension between high-functional visibility and player immersion.

  • Iterative Design Solutions: Proposed data-driven refinements, including an adjustable UI contrast slider and softened icon aesthetics, to balance usability with aesthetic coherence.

Previous
Previous

Root and Ruin

Next
Next

Additional UX and Interface Work