Direkt zum Inhalt

Warenkorb

  • Matt Mullican

    Notating the Cosmology 1973-2008

  • A. Fernández Per, J. Mozas, J. Arpa

    This is Hybrid. An analysis of mixed-use buildings by a+t

  • Arno Brandlhuber, Silvan Linden (Hg.)

    Disko 20-25 Architektur ohne Architektur

  • Craig Buckley, Jean-Louis Violeau (Hg.)

    Utopie. Texts and Projects, 1967–1978

  • Anne König, Paul Feigelfeld (Hg.)

    LIGNA. An Alle! Radio Theater Stadt

  • Jürgen Krusche, Günther Vogt

    Strassenräume in Berlin, Shanghai, Tokyo, Zürich. Eine foto…

  • Wim Crouwel

    A Graphic Odyssey - Catalogue

  • David Ake

    Source. Music of the Avant-garde, 1966 - 1973

  • Murray Grigor

    Infinite Space. Der Architekt John Launter. DVD

  • Yona Friedman

    Architecture with the People, by the People

  • Erik Swyngedouw

    Civic City Cahier 5. Designing the Post-Political City and…

  • Lars Lerup

    One Million Acres & No Zoning

  • Toyo Ito

    Tarzans in the Media Forest

  • M, Kelley, J. Shaw, Niagara, C, Loren

    Destroy All Monsters Magazine 1976-1979

  • Ntone Edjabe, Edgar Pieterse (Hg.)

    African Cities Reader II. Mobilities & Fixtures

  • M. Hlavajova, S. Sheikh, J. Winder (Hg.)

    On Horizons. A Critical Reader in Contemporary Art

  • Michael Sorkin

    All Over the Map. Writing on Buildings and Cities

  • Nadine Barth (Hg.)

    German Fashion Design 1946-2012

  • Simon Reynolds

    Retromania. Pop Culture's Addiction to its Own Past

  • Stan Allen, Marc McQuade (Hg.)

    Landform Building

  • Fredric Jameson

    Representing Capital. A Reading of Volume One

  • Magdalena Taube, Krystian Woznicki (Hg.)

    Modell Autodidakt

  • e-flux journal

    Are You Working Too Much? Post-Fordism, Precarity, and the…

  • PIE Books (Hg.)

    Paper & Cloth. Ready-to-Use Background Patterns(+DVD)

  • McKenzie Wark

    The Beach Beneath the Street. The Everyday Life and…

  • Pedro Barateiro, Ricardo Valentim (Hg.)

    Activity (is to a group what content is to platform)

  • El Croquis 155

    Sanaa 2008-2011

  • Laurie Anderson, Trisha Brown, Gordon…

    Pioneers of the Downtown Scene

  • Curtis, Rees, White, Ball (Hg.)

    Expanded Cinema. Art, Performance, Film

  • Kaminer, Robles-Dúran, Sohn (Hg.)

    Urban Asymmetries

  • Nico Stehr, Reiner Grundmann

    Die Macht der Erkenntnis

  • Hans Ulrich Obrist

    Ai Weiwei Speaks

  • Abel, Evers, Klaasen, Troxler (Hg.)

    Open Design Now. (why design cannot remain exclusive)

  • AA Bronson, Peter Hobbs

    Queer Spirits

  • Momus

    Solution 214-238. The Book of Japans

  • A. Avanessian, L. Skrebowski (Hg.)

    Contemporary Art and Aesthetics

  • 2G N. 57

    Njiric+ Architekti

  • Lucia Nagib

    World Cinema and the Ethics of Realism

  • Huda Smitshuijzen, Abi Fares (Hg.)

    Typographic Matchmaking in the City

  • H. F. Mallgrave, D. Goodman

    An Introduction to Architectural Theory. 1968 to the Present

  • D. Mertins, M. W. Jennings (Hg.)

    G: An Avant-Garde Journal of Art, Architecture, Design and…

  • Alexander Bolton

    Alexander McQueen. Savage Beauty

  • Marc Barbey (Hg.)

    Hommage à Berlin. Photographien

  • Jianping He (Hg.)

    Book Worm

  • Claire Doherty, Paul O'Neill (Hg.)

    Locating the Producers. Durational Approaches to Public Art

  • Professur Theorie und Geschichte der…

    Architecture in the Age of Empire / Architektur der neuen…

  • Garth A. Myers

    African Cities. Alternative Visions of Urban Theory and…

  • Jean-Louis Cohen

    Architecture in Uniform. Designing and Building for the 2nd…

  • Christopher Dell

    Replaycity. Improvisation als urbane Praxis

  • Hans Dickel, Lisa Puyplat (Hg.)

    Reading Susanne Kriemann

  • Byung-Chul Han

    Shanzhai. Dekonstruktion auf Chinesisch

  • Kaoru Takahashi (Hg.)

    Hello! UK Graphics. Graphic Design in the UK since the 1980s

  • Bruce Jenkins

    Gordon Matta-Clark. Conical Intersect

  • Andreas Gelhard

    Kritik der Kompetenz

  • Klanten, Hellige (Hg.)

    The Modernist

  • Lars Spuybroek

    Textile Tectonics. Research and Design

  • Josep Lluís Mateo

    After Crisis. Contemporary Architectural Conditions

  • Louis Luthi

    On the Self-reflexive Page

  • Jan Kempemaers

    Spomenik

  • Vilém Flusser

    Dinge und Undinge. Phänomenologische Skizzen

  • O.M. Ungers

    Morphologie City Metaphors

  • Lisa Taylor & Gardeners of Seattle…

    Your Farm in the City

  • Hassenpflug, Giersig, Stratmann

    Reading the City. Stadt lesen

  • Butler, Habermas, Taylor, West

    The Power of Religion in the Public Sphere

  • Richard Fairfield

    The Modern Utopian. Alternative Communities of the 60s and…

  • Jochen Rädeker, Kirsten Dietz

    Reporting. Unternehmenskommunikation als Imageträger

  • Lorey, Nigro, Raunig (Hg.)

    Inventionen 1. Gemeinsam. Prekär. Potentia. Dis-/Konjunktion

  • Jimini Hignett

    The Detroit Diary

  • Klanten, Mollard, Hübner (Hg.)

    Behind the Zines. Self-Publishing Culture

  • Tom Holert

    Civic City Cahier 3. Distributed Agency, Design’s…

  • El Croquis 154

    Aires Mateus 2002-2011

  • Paul Van Beek, Charles Vermaas

    Landscapology. Learning to Landscape the City

  • Jan Ole Arps

    Frühschicht. Linke Fabrikintervention in den 70er Jahren

  • Detlef Mertins, Architecture Words 7

    Modernity Unbound

  • Gunter Reski, Marcus Weber (Hg.)

    Captain Pamphile. Ein Bildroman

  • Amy Allen (Hg.)

    Democracy in What State?

  • D. Hauptmann, W. Neidich (Hg.)

    Cognitive Architecture. From Biopolitics to NooPolitics

  • Stefan Sagmeister

    Sagmeister: Another Book about Promotion and Sales Material

  • Enzo Mari

    The Intellectual Work. Sixty Paperweights

  • Bettina Allamoda

    Catwalk to History - A Sourcebook

  • Peter Petschek, Siegfried Gaß (Hg.)

    Schatten konstruieren. Pergolen, Zelte, Pavillons, Seile,…

  • Will Jones (Hg.)

    Architects' Sketchbooks

  • Arno Brandlhuber, Silvan Linden (Hg.)

    Disko 16-19. u.a. The New Deathstrip, Townhouse

  • Martin Ebner, Florian Zeyfang (Hg.)

    Poor Man’s Expression

  • El Croquis 151

    Sou Fujimoto 2003-2010

  • Caleb Kelly (Hg.)

    Sound (Documents of Contemporary Art)

  • Terry Myers (Hg.)

    Painting (Documents of Contemporary Art)

  • Wilfried Dickhoff, Marcus Steinweg (Hg.)

    Inaesthetics 2

  • Nancy Holt

    Time Outs

  • Slinkachu

    Big Bad City

  • Ed Annink, Max Bruinsma

    Lovely Language. Words Divide Images Unite

  • Gwen Allen

    Artists' Magazines. An Alternative Space for Art [pb]

  • Michaela Meise

    Preis dem Todesüberwinder

  • C. Menke, J. Rebentisch (Hg.)

    Kreation und Depression. Freiheit im gegenwärtigen…

  • Gregory Sholette

    Dark Matter. Art and Politics in the Age of Enterprise…

  • Drawing Center (Hg.)

    Iannis Xenakis. Architect, Composer, Visionary (Drawing…

  • Margit Rosen (Hg.)

    A Little-Known Story about a Movement

  • Fundación Cisneros/Colección Patricia…

    Tomás Maldonado in Conversation with María Amalia García

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 €