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  • Berlin Projects

    Startup Berlin Guide

  • David Ostrowski

    How to do things left

  • Honore De Balzac

    The Physiology of the Employee

  • Francesco Spampinato

    Come Together. The Rise of Cooperative Art and Design

  • Marc Fischer

    Public Collectors

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    Works 2001–2019

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    INAESTHETICS #4 Philosophy!

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    Le Corbusier. Aventures Photographiques

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    Space for Visual Research

  • Gina Glover, Geof Rayner, Jessica Rayner

    The Metabolic Landscape. Perception, Practice and the…

  • Ricardo Flores & Eva Prats

    Thought by Hand. The Architecture of Flores & Prats

  • Sylvain Margaine

    Forbidden Places, Volume 2: Exploring Our Abandoned Heritage

  • Mark Leckey

    On Pleasure Bent

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    Open Form. Space, Interaction, and the Tradition of Oskar…

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    Sigfried Kracauer. Photographic Archive

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    Begriffslexikon zur zeitgenössischen Kunst (Ausgabe 2014)

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    Kew. Rhone

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    Building as Ornament

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    Harry Glück: Wohnbauten

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    Museum of the Future

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    Aesthetics of the Flesh

  • Matthew Gandy

    The Fabric of Space. Water, Modernity, and the Urban…

  • Catherine De Zegher

    Women's Work. Is Never Done

  • Sophie Berrebi

    The Shape of Evidence. Contemporary Art and the Document (…

  • Simon Denny

    New Management

  • Henning Schmidgen

    Hirn und Zeit. Die Geschichte eines Experiments 1800 - 1950

  • Paul O'Neill & Mick Wilson (Ed…

    Curating Research

  • Hans-Jürgen Hafner, Gunter Reski (Hg.)

    The Happy Fainting of Painting. Ein Reader zur…

  • Thomas Crow

    The Long March Of Pop. Art Music and Design 1930-1995

  • Chris Kraus

    Torpor (Roman)

  • Gerald Raunig

    DIVIDUUM. Maschinischer Kapitalismus und molekulare…

  • Marc James Léger (Ed.)

    The Idea of the Avant Garde And What It Means Today

  • Jean-Luc Godard

    Jean-Luc Godard/JLG: Selbstporträt im Dezember

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    Ästhetisches Denken. Nicht-Propositionalität, Episteme,…

  • Megan Francis Sullivan

    Zipper Keeper 2015

  • Emily Pugh

    Architecture, Politics, and Identity in Divided Berlin

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    Dächerstreit: Flachdach/Steildach

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    Textures of The Anthropocene. Grain Vapor Ray

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    The Past's Threshold. Essays on Photography

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    Cabins. Hütten. Cabanes

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  • testcard #24

    Bug Report. Digital war besser

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    Bauhaus Weaving Theory. From Feminine Craft to Mode of…

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    Affordable Living. Housing for Everyone

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    Trouble in Paradise. From the End of History to the End of…

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    Other Planes of There

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    Hystericizing Germany

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    Utopien vermeiden. Avoiding Utopias

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    Interplay. Neoconceptual Art of the 1980s

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    The Architecture of Error. Matter, Measure, and the…

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    Retracing the Expanded Field

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    Der Klang der Familie: Berlin, Techno and the Fall of the…

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    Soziologie der Weltraumfahrt

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    IN A QU*A*RE TIME AND PLACE

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    Psychopolitik. Neoliberalismus und die neuen Machttechniken

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    Fairland. Explorations, Insights and Outlooks on the Future…

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    Shacks, Snow, Streets, Shrubs

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    Building with Air

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    Die Sprachen der Banlieues

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    Was ist dein Streik? Militante Streifzüge durch die…

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    Portikus Printing Plant and Portikus Sounds

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    The Grand Domestic Revolution Handbook

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    The Intervals of Cinema

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    Preservation Is Overtaking Us (Gsapp Transcripts)

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    Performance Projections. Film and The Body in Action

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    Lina Bo Bardi 100. Brasiliens alternativer Weg in die…

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    ElectriCity. Elektronische Musik aus Düsseldorf

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    Museum Off Museum

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    Lygia Clark. The Abandonment of Art

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    Fifties House. House & Garden

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    The Choreographic

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    It's Playtime

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    The Universal Addressability of Dumb Things

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    Le Langage Hypermoderne de l'Architecture

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    Interieur und Bildtapete. Narrative des Wohnens um 1800

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    Designing Everyday Life

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    Art and Politics Now

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    Auto - Self-representation and Digital Photography

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 €