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  • Charlotte Laubard

    Manifestes 8. Changing Art from the Outside in

  • Philippe Rahm

    Manifestes 6. The Anthropocene Style

  • Iracema Dulley, Marlon Miguel (eds.)

    Stella do Patrocínio. Falatório/Chatter

  • Christoph Ramisch (ed.)

    Daidalos 24-25

  • Mick Wilson

    On Discourse and the Curatorial

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  • Brandon LaBelle (Ed.)

    The Listening Biennial Reader - Vol 2: Infralistening

  • Eva Bentcheva, Annie Jael Kwan, Ming…

    Thinking Collectives / Collective Thinking

  • Christoph F. E. Holzhey, Marietta…

    Breaking and Making Models

  • Beatriz Colomina, Mark Wigley

    We the Bacteria. Notes Toward Biotic Architecture

  • Thomas Aguilera, Francesca Artioli,…

    Housing Under Platform Capitalism. The Contentious…

  • Alexander Alberro

    Interstices. Negotiations at Contemporary Art’s Boundaries

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    Permeationen. Durchdringungen von künstlerischer Forschung…

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  • Catherine Bedard, Lea-Catherine Szacka

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  • Paul Guillibert

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  • Ralf Hoffrogge

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    Cara Hähl-Pfeifer, Damjan Kokalevski,…

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  • Bernard Stiegler. Translated by Daniel…

    Bernard Stiegler, The Immense Regression: What Is Called…

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    Spike Art Magazine Issue 85 Nostalgia

  • Hito Steyerl

    Medium Hot. Bilder in Zeiten der Hitze

  • Ludovic Balland, Francesca Mautone,…

    Unfinished Atlas. 19 Projects by Manuel Herz Architects

  • Emanuel Christ, Victoria Easton, Giulio…

    Review No IV. Typology - Tashkent, Genoa, Tbilisi,…

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    Viscose Journal 08. Sound

  • András Szántó

    The Future of the Art World. 38 Dialogues

  • Lucius Burckhardt, Martin Schmitz (Hg)

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  • Olaf Bahner, Laura Holzberg, Bund…

    Baustelle Transformation. Zehn Strategien für Stadt und Land

  • Sandro Mezzadra, Brett Neilson

    Der Rest und der Westen. Kapital und Macht in einer…

  • Anja Lutz, Soraya Guimarães Hoepfner (…

    On the Edges of Graphic Design from A—Z—∞. A Space for…

  • Elke Couchez & Hamish Lonergan

    This Is Not a Summer School. The International Laboratory…

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    New New Typography. Adventures in Transborder Typography

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  • Nigel Cottier (ed.)

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  • Helen Hester, Will Stronge

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    Wege zur Bauwende. Klima- und ressourcenschonend…

  • Carlo Bramanti

    Conspiratorial Design. Information design for the bigger…

  • Mona Schieren, Oscar Svanelid

    Lygia Clarks künstlerische Methode der Strukturierung des…

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  • Blaise Agüera y Arcas

    What Is Life? Evolution as Computation

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  • Thomas Wüthrich, Yves Raschle

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  • IDEA Magazine

    Idea 411. Written Form & Letter Design: Decoding the…

  • Annette Gilbert, Andreas Bülhoff (Hg)

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  • Dagmar Pelger

    Spatial Commons. On the Communalization of Urban Spaces

  • Caroline Böttcher

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    DAS MINSK Kunsthaus in Potsdam (Hg)

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  • Mark D. Linder

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  • Katherine Ball

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  • Stefan Nowotny (Hg)

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  • Francois J. Bonnet, Bartolomé Sanson

    Spectres V. Diffusion

  • Vivian Liska (ed)

    Eva Meyer. Remembering Forward

  • Bethan Hughes

    Bethan Hughes. Elastic Continuum

  • Ilaria Bombelli (Hg)

    Vika Kirchenbauer. Compassion and Inconvenience

  • Lorenzo De Chiffre, Artem Kitaev, Eva…

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  • gerade nicht auf Lager
    Jack Self (Ed.)

    Real Review #17

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    The Reinventing Heritage. A Design Compass on Adaptive Reuse

  • Cornelia Wild (Hg)

    Medium Wolke. Figur, Phänomen, Objekt

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    Neda Atanasoski, Nassim Parvin (Hg)

    Technocreep and the Politics of Things Not Seen

  • Manfredo di Robilant, Manuel Orazi

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  • Clare Croft

    Jill Johnston in Motion. Dance, Writing, and Lesbian Life

  • Soma Chaudhuri, Jane Ward (Hg)

    The Witch Studies Reader

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    Postwar Revisited. A Global Art History

  • Marcus S. Kleiner

    Keine Macht für Niemand. Pop und Politik in Deutschland

  • Judith Butler

    Wer hat Angst vor Gender?

  • Melanie Sehgal and Alex Wilkie (Eds)

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  • Katrin Trautwein

    Working with Color. Library of 400 Combinations

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  • Luïza Luz

    Beneath the Surface. Deep Listening, Buried Narratives, and…

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    Charlotte Malterre-Barthes / Eds.:…

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    Kunst, Spektakel und Revolution No. 9.

  • Maya Indira Ganesh

    AUTO-CORRECT. The Fantasies and Failures of AI, Ethics, and…

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    Jessica Backsell

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    Henriette Waal, Clemens Driessen (Hg)

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  • Josephine Berry

    Planetary Realism. Art Against Apocalypse

  • Nils C. Kumkar

    Polarisierung. Die Ordnung der Politik

  • Clément Gilles, Coloco, Civic City (Hg)

    Planetary Gardener. Life First

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    Home is Where the Heart Strives

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    Chronograms of Architecture

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    Spacetimes Matter. A Collection of Mapping Methodologies

  • Anamarija Batista, Julia Siedle

    Rethinking Obsolete Typologies. Transformation Potentials…

  • Moisés Puente (Hg)

    2G 94. b+ Arno Brandlhuber, Olaf Grawert, Jonas Janke,…

  • Stanislas Chaillou

    Artificial Intelligence and Architecture. From Research to…

  • Yasmin Masri

    Near 2,143 McDonald’s via Google Street View: Looking…

  • Jairus Banaji

    Wanting Something Completely Different: 111 Vignettes of…

IDEA 395. Designing the Digital World: Game Experience and User Interface

Direction/Edited by: IDEA
Supervision by Youichiro Miyake
Design by LABORATORIES (Kensaku Kato, Megumi Moriya)

The gateway we players experience the digital game world through is the game screen. This feature is an experimental visual review of the history of UI design in digital games, with game selection and editorial supervision by game developer and AI researcher Youichirou Miyake. 

In the 1970s, computers reached a stage where we could make games for them. To get where they are today, digital games have evolved through a lot of hardware: arcade machines, PCs, video game consoles, hand-held consoles and our smartphones. The industry has grown to become massive, and the trial and error of countless developers and creators has helped gamers find their way through the complex aggregate game information we know as stories, characters, and sounds. Games have developed beyond the boundaries of mere entertainment into a form of media that has captured hearts across the globe.

The changes have made the way information is shown more friendly. Pixels became 2D art, then 3D graphics; we’ve moved beyond creating pictures within the game screen to the creation of variations within sub-windows. If we look at the changes in the designs of these game screens, I’ll bet we can find overlap in ways of thinking in organizing information in graphic design, or in the user interface (UI) or user experience (UX) methods found in application design.

In recent years, we’ve seen the appearance of games using location-based information from the real world and augmented reality (AR), creating spaces that bridge the boundaries of the real world with the game. The future potential has drawn interest beyond the gaming industry. We have much to expect in the future of games; I hope you’ll enjoy the world of games and the abundance of successive game types it offers in the pages of this issue.


IDEA Magazine
IDEA 395. Designing the Digital World: Game Experience and User Interface
Seibundo Shinkosha, 2021, IDEA395 2021.9
31,00 €