Visual Design of Games

Core elements:

  • Resources: Prompt card or text (name of cheese or font)
  • Objective: Maximize score by correctly detecting names as cheese or fonts
  • Mechanics: Click on the cheese/font button, swipe prompt_card to left (cheese) or right (font), press c or f, shout cheese or font (assuming the system can detect voice) etc.

Supportive elements:

  • Playing manual at the start of the game. Maybe a question mark icon at the bottom to bring up a modal of instructions
  • Signaling correct or wrong answers per round. Could be done with a check mark or red cross modal (blurry) floating up on the screen temporary. Or a click and a buzz sound. Or by contrasting light — green or red light on the screen to indicate correctness. Contrast can be more than just text — can be color, sound, etc.
  • Two physical buzzers that needs to be tapped for cheese or font. Integrating a hardware component.

Extraneous:

  • Score per guess.
  • Correct vs incorrect guesses.
  • cheese icon (can keep just text)

Thumbnail Designs:

thumbnail designs of cheese-or-font game
thumbnail designs of cheese-or-font game

1 is a sketch of core elements. 2-5 integrate other exercises. From 3, the prompt is huge. In prompt 2, the pink cheese icon uses color + black canvas. 3,4,5,6 experiments with type , , proximity and contrast. 4 implicitly groups the game elements together (Helvetica, cheeseButton and fontButton). 5 and 6 explicitly groups proximal elements in a card like structure. 6 is mobile friendly and clickable. It explores Gestault’s proximity principle in a different way — the user is tasked with creating proximity between the prompt card and the correct answer by dragging the prompt card to the correct option.

 

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