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  • Helmut Höge

    Pollerforschung

  • Ryuji Fujimura

    The Form Of Knowledge, The Prototype Of Architectural…

  • Metahaven

    PSYOP. An Anthology

  • Boris Buden, Lina Dokuzovic (Eds.)

    They'll Never Walk Alone. The Life and Afterlife of…

  • G. Basilico, A. Video

    Incompiuto. The Birth of a Style / La Nascita di uno Style

  • Niels Lehmann, Christoph Rauhaut (Hg)

    Fragments of Metropolis - East | Osten. Poland, Slovakia,…

  • Sandra Hofmeister (Hg)

    Wohnungsbau. Kostengünstige Modelle für die Zukunft

  • Hintergrund 56

    Your Guide to Downtown Denise Scott Brown

  • Martin Kippenberger

    Window Shopping

  • Nynke Tromp, Paul Hekkert

    Designing for Society. Products and Services for a Better…

  • Zvi Efrat

    The Object of Zionism. The Architecture of Israel

  • Margaret van Eyck

    Renaming an Institution, a Case Study (Volume One: Research…

  • Simon Phipps

    Concrete Poetry. Post-War Modernist Public Art

  • Lea Ouardi

    Everyday Urban Design 3. Zwölf Apfelbäume. Selbstbau in der…

  • Gago, Aguilar, Draper, Diaz (Hg.)

    8M - Der große feministische Streik: Konstellationen des 8…

  • Christoph Rodatz / Pierre Smolarski (Hg…

    Was ist Public Interest Design? Beiträge zur Gestaltung…

  • Alla Carta 9

    The Palermo Issue

  • Khurana, Quadflieg, Raimondi,…

    Negativität: Kunst, Recht, Politik

  • Anne-Marie Willis (Hg.)

    The Design Philosophy Reader

  • Paul Stella

    Red. Architecture in Monochrome

  • Koch, Tribble, Siegmand, Rost, Werner (…

    New Urban Professions: A Journey through Practice and Theory

  • Martin Kohout

    Night Shifter

  • B. Brown, N. Atkinson, J. Solomon

    Dimensions of Citizenship

  • Chris Kraus

    Social Practices

  • Ina Wudtke

    The Fine Art of Living

  • Gianni Pettena

    The Curious Mr. Pettena: Rambling around the USA 1971-73

  • Johannes Binotto

    Film / Architektur. Perspektiven des Kinos auf den Raum

  • Kurt W. Forster

    Aby Warburgs Kulturwissenschaft: Ein Blick in die Abgründe…

  • Gianni Pettena

    Non-Conscious Architecture

  • Barbara Preisig

    Mobil, autonom, vernetzt. Kritik und ökonomische Innovation…

  • Avanessian, Bauwens, De Raeve, Haddad,…

    Perhaps It Is High Time for a Xeno-architecture to Match

  • Lucie Kolb

    Study, Not Critique

  • Jordan Kauffman

    Drawing on Architecture: The Object of Lines, 1970-1990

  • Brian Massumi

    99 Theses on the Revaluation of Value: A Postcapitalist…

  • Stefan Sagmeister, Jesica Walsh

    Sagmeister & Walsh: Beauty. Schönheit = Wahrheit /…

  • Cathleen Chaffee (Hg.)

    Introducing Tony Conrad: A Retrospective

  • Jordan H. Carver

    Spaces of Disappearance: The Architecture of Extraordinary…

  • Bruno Carvalho, Mariana Cavalcanti and…

    Occupy All Streets: Olympic Urbanism and Contested Futures…

  • Tom Angotti, Sylvia Morse

    Zoned Out! Race, Displacement, and City Planning in New…

  • Terreform (Hg.)

    Letters to the Leaders of China: Kongjian Yu and the Future…

  • Deen Sharp, Claire Panetta (Eds.)

    Beyond the Square: Urbanism and the Arab Uprisings

  • Jennifer Corby

    Adventures in Modernism: Thinking with Marshall Berman

  • Flypaper #4:

    Nicole Eisenman: Conscious Razing

  • Lynette A. Jones

    Haptics (Mit Press Essential Knowledge)

  • A. Janevski, R. Marcoci, K. Nouril (Hg)

    Art and Theory of Post-1989 Central and Eastern Europe: A…

  • M. Kries, A. Klein, A. Clarke (Hg)

    Victor Papanek. The Politics of Design

  • Merve Emre (Ed.)

    Once and Future Feminist

  • Andreas Brandolini

    Gestaltung

  • Jacek Slaski

    Gespräche mit Genialen Dilletanten

  • M. Bruet, E. King, S. Shabahzi, F. Sigg

    Color Library. Research into Color Reproduction and Printing

  • Monika Grubbauer, Kate Shaw (Eds.)

    Across Theory and Practice: Thinking Through Urban Research

  • Ursula Block, Michael Glasmeier

    Broken Music: Artists' Recordworks

  • A. Mircev (Ed.)

    O Plesu I Iz(a) Plesa

  • IDEA Magazine

    IDEA 383. YELLOW PAGES: Mapping Graphic Design Project in…

  • 2G n. 77

    Arrhov Frick

  • B. Groys, A. Vidokle (Hg.)

    Kosmismus

  • Museum für Gestaltung Zürich (Hg.)

    Social Design. Partizipation und Empowerment

  • Lydia Kallipoliti

    The Architecture of Closed Worlds, or, What is the Power of…

  • B. Wittner, S. Thoma, T. Hartmann (Hg.)

    Bi-Scriptual: Typography and Graphic Design with Multiple…

  • John Byrne

    The Constituent Museum: Constellations of Knowledge,…

  • Chimurenga, Edjabe, Pieterse (Hg)

    African Cities Reader (III)

  • Annette Hauschild

    Last Days of Disco

  • Lisa Vollmer

    Strategien gegen Gentrifizierung

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    This Is Not an Atlas: A Global Collection of Counter-…

  • Martina Löw

    Vom Raum aus die Stadt denken: Grundlagen einer…

  • Bettina Allamoda (Hg.)

    Model Map - zur Kartographie einer Architektur am Beispiel…

  • Mark Miodownik

    Liquid: The Delightful and Dangerous Substances That Flow…

  • C. Alfaro, P. Rowe, C. Cardinal

    Form and Pedagogy: The Design of the University City in…

  • Rem Koolhaas, Irma Boom

    Elements of Architecture

  • Max Haiven

    Art after Money, Money after Art: Creative Strategies…

  • Hiba Bou Akar

    For the War yet to Come. Planning Beirut's Frontiers

  • Omar Sosa, Nacho Alegre, Marco Velardi

    The World of Apartamento. Ten Years of Everyday Life…

  • Claudia Kromrei

    Postmodern Berlin. Wohnbauten der 80er Jahre. Residential…

  • Catwalk To History - A Sourcebook.…

    Bettina Allamoda

  • Kunsthalle Wien (Ed.)

    I'm Isa Genzken, the Only Female Fool

  • Omar Kholeif

    The Artists Who Will Change the World

  • F. Campagna, T. Morton

    Technic and Magic: The Reconstruction of Reality

  • Murmurae (Paula Cobo-Guevarra, Manuela…

    Situating Ourselves in Displacement: Conditions,…

  • Philipp Ekardt

    Toward Fewer Images. The Work of Alexander Kluge

  • Damon Murray (Ed.)

    Brutal Bloc. Post Cards

  • Donald Niebyl

    Spomenik Monument Database

  • Fred Moten

    The Universal Machine

  • Fred Moten

    Stolen Life

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    Superhumanity: Post-Labor, Psychopathology, Plasticity

  • Cornelia Sollfrank (Hg)

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  • Raimund Minichbauer

    Facebook entkommen

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    Monte Carlo Club

  • A+U 429

    Housing Currents

  • Michal Siarek

    Alexander

  • A+U 428

    Implementing Architecture. Cornell and the Education of…

  • Dominic Bradbury

    The Iconic House: Architectural Masterworks Since 1900

  • Christian Wassmann

    Sun Path House and Other Cosmic Architectures

  • Paper Monument

    Draw it with your Eyes Closed. The art of the art…

  • Femke de Vries

    Fashioning Value - Undressing Ornament: A critical study of…

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  • Alice Rawsthorn

    Design as an Attitude

  • Karl-Magnus Johansson (Ed.)

    Inscription

  • Armen Avanessian, Mohan Moalemi (Hg.)

    Ethnofuturismen

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
36,00 €