It’s always too easy to point out the mistakes of others. But when the mistake are huge is still worth pointing out. This video is the perfect example of what you shouldn’t do. How can you design such user experience? 1min 30 to quit a game with 2 loading in between.
It doesn’t require so much experience in interface design, juste common sense.
Promised, next time I will not point out an easy mistake, but I will show you a good example of interface design.

2 Responses to “”

  1. fatfish Says:

    Amazing !

    It looks like a bad joke :)

    …some designers just don’t think.

    It reminds me of a recent conversation with my project leader : I was reminding him how great it used to be with oldschool games because they usually respected the 4x X max rule - when you started a game, any game or nearly, you would have to press X 4 times or less to be in game from the front-end / no profile settings / no tedious pre-configuration / no blabla - the player could access quick instant action in a few seconds without having to read the menus or choose whatsoever. Now, it’s a different story with tutorials and sometimes unnecessary storytelling. Give us back the 4X rule to play and please UBI, consider a simple “press start / quit game” :)

    take care lama san

  2. Lama Himself Says:

    Well I’m sure that no designer really did that. It’s a straight port from the console version. I don’t know for the PS3 version but on XBox360 you can return to the system menu at any moment.

    So they just port it without thinking about it. I’m even sure that people complained (tester or development team) but nobody took the responsability to re-design it.

    But you are right 4x max rules. It’s something a developement team should consider.
    In fact at Palm (when they still were doing good handled device) a guy at to count tap (or click) at check that every task should be able to be done in 3 tap or less.

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