Direkt zum Inhalt

Warenkorb

  • Ute Frank (Hg.)

    Eklat. Entwerfen und Konstruieren in Lehre, Anwendung und…

  • Felix Denk, Sven von Thun

    Der Klang der Familie. Berlin, Techno und die Wende

  • Walter Benjamin

    The "Berlin Chronicle" Notices

  • Gerald Raunig

    Fabriken des Wissens. Streifen und Glätten 1

  • Jane Bennett

    Vibrant Matter. A Political Ecology of Things

  • Christiane Rösinger

    Liebe wird oft überbewertet. Ein Sachbuch

  • David Harvey

    Die urbanen Wurzeln der Finanzkrise

  • Jeffrey T. Schnapp, Adam Michaels

    The Electric Information Age Book

  • Christian Naujoks

    True Life / In Flames CD/LP

  • Winy Maas

    The Vertical Village. Individual, Informal, Intense

  • Andrew Shea

    Designing for Social Change

  • Ian Bogost

    How to Do Things with Videogames

  • Deborah Schneiderman

    Inside Prefab. The Ready-Made Interior

  • Beatriz Preciado

    Pornotopia. Architektur, Sexualität und Multimedia im…

  • Marc Angélil, Rainer Hehl (Hg.)

    Building Brazil!

  • Klanten, Ehmann, Sinofzik (Hg.)

    Introducing. Visual Identities for Small Businesses

  • Dietmar Dath, Barbara Kirchner

    Der Implex. Sozialer Fortschritt: Geschichte und Idee

  • Eva Grubinger, Jörg Heiser (Hg.)

    Sculpture Unlimited

  • Montreal CCA (Hg.)

    Imperfect Health. The Medicalization of Architecture

  • Jun Igarashi

    Construction of a State

  • Jérôme Knebusch

    Notizen zu Berlin

  • Ryan McGinley

    You and I

  • Magnus Ericson, Ramia Mazé (Hg.)

    Design Act. Socially and Politically Engaged Design Today

  • Nigel Coates

    Narrative Architecture

  • Lois Weinthal

    Toward a New Interior

  • Daniel Miller

    Das wilde Netzwerk. Ein ethnologischer Blick auf Facebook

  • Mark Borthwick

    Light up Playbutton

  • William E. Jones

    Halsted Plays Himself

  • Hans Ulrich Obrist, Kazuyo Sejima

    SANAA. The Conversation Series 26

  • Helen Armstrong, Zvezdana Stojmirovic

    Participate. Designing with User-Generated Content

  • Aaron Levy, William Menking

    Four Conversations on the Architecture of Discourse

  • 2G 60

    Lacaton & Vassal. Recent Work

  • Ilka Ruby, Andreas Ruby

    Lacaton & Vassal (2G Books)

  • Max Risselada (Hg.)

    Alison & Peter Smithson. A Critical Anthology

  • Gertrud Lehnert (Hg.)

    Räume der Mode

  • Miriam Bratu Hansen

    Cinema and Experience

  • ETH Studio Basel (Hg.)

    Belgrade. Formal/Informal

  • Michael Biggs, Henrik Karlsson

    Routledge Companion to Research in the Arts

  • Chris Dercon (Hg.)

    Carlo Mollino. Maniera Moderna

  • Walter Benjamin

    Berlin Childhood circa 1900

  • Lida Hujic

    The First to Know. How Hipsters and Mavericks Shape the…

  • Archphoto 2.0

    Radical City 01

  • V. Smith, M. Taussig, I. Garcia (Hg.)

    Juan Downey. The Invisible Architect

  • Arbeitsgruppe Kunst und Politik (Hg.)

    Kunst Spektakel Revolution Nr. 2

  • Nicholas Mirzoeff

    The Right to Look. A Counterhistory of Visuality

  • John McHale

    The Expendable Reader. Articles on Art, Architecture,…

  • Juan Bonet, Sean Kissane (Hg.)

    Vertical Thoughts. Morton Feldman and the Visual Arts

  • Craig Buckley, Mark Wasiuta

    Dan Graham's New Jersey

  • Differences. A Journal of Feminist…

    The Sense of Sound

  • Annette Wehrmann

    Luftschlangentexte

  • Craig Buckley, Pollyanna Rhee

    Architects' Journeys. Building, Traveling, Thinking

  • Hillel Schwartz

    Making Noise. From Babel to the Big Bang and Beyond

  • Eva Moser

    Otl Aicher. Gestalter

  • Elias Redstone (Hg.)

    Archzines

  • Beate Lendt

    Der Traum vom Baumhaus. Das Ökohausprojekt von Frei Otto in…

  • Sean Stewart (Hg.)

    On the Ground. An Illustrated Anecdotal History of the…

  • Artur Zmijewski, Joanna Warsza (Hg.)

    Forget Fear. 7. Berlin Biennale (Reader Dt. & Engl.)

  • Marit Paasche, Synne Bull (Hg.)

    Urban Images. Unruly Desires in Film and Architecture

  • James Langdon

    Pugin’s Contrasts Rotated

  • A+T 37

    Strategy Space. Landscape, Urbanism, Strategies

  • Markus Miessen, Andrea Phillips (Hg.)

    Caring Culture. Art, Architecture and the Politics of Health

  • Benjamin Sommerhalder

    Ghost Knigi

  • Jose Pierre (Hg.)

    Investigating Sex. Surrealist Discussions

  • Museum Ludwig (Hg.)

    Cosima von Bonin. The Lazy Susan Series

  • Francois Dallegret

    God & Co. Beyond the Bubble

  • Brandon LaBelle, Claudia Martinho (Hg.)

    Site of Sound. Of Architecture and the Ear Vol 2

  • El Croquis 157

    Studio Mumbai 2003-2011

  • Katja Blomberg

    Distinct Ambiguity. Graft

  • Metropolar (Hg.)

    Und der Zukunft zuge­wandt. Pots­dam und der gebaute…

  • Ulrike Steglich

    Universum Ackerstrasse. Berliner Geschichten

  • Claire Colomb

    Staging the New Berlin

  • Tone Hansen (Hg.)

    (Re)Staging the Art Museum

  • Terry Richardson

    Mom/Dad

  • Rosa Ferré

    Red Cavalry: Creation and Power in Soviet Russia Between…

  • Sevgi Ortac

    The Monument Upside Down. The City Walls of Istanbul

  • Sven-Olov Wallenstein


    Nihilism, Art, Technology


  • Frederik Frede (Hg.)

    Freunde von Freunden. Berlin

  • Marcos L. Rosa (Hg.)

    Microplanning. Urban Creative Practices. Sao Paulo

  • Charles Fourier

    The Hierarchies of Cuckoldry and Bankruptcy

  • Martha Wilson (Hg.)

    Martha Wilson Sourcebook

  • Judith Halberstam

    The Queer Art of Failure

  • Grant H. Kester

    The One and the Many. Contemporary Collaborative Art in a…

  • Roman Hillmann

    Die erste Nachkriegsmoderne

  • Laura Oldfield Ford

    Savage Messiah

  • L. Cavalcanti , F. Rambert (Hg.)

    Roberto Burle Marx. The Modernity of Landscape

  • Oda Pälmke (Hg.)

    Ganz gut – Quite Good Houses

  • Adolf Loos

    Hummer unter der Bettdecke

  • Jennifer Bass, Pat Kirkham

    Saul Bass. A Life in Film & Design

  • Clog 1

    BIG Bjarke Ingels Group

  • Mårten Spångberg

    Spangbergianism

  • Ryan McGinness

    To Do List Calendar 2012

  • Judith F. Rodenbeck

    Radical Prototypes. Allan Kaprow and the Invention of…

  • Hal Foster

    The First Pop Age

  • Kit White

    101 Things to Learn in Art School

  • Peter Pfrunder (Hg.)

    Schweizer Fotobücher 1927 bis heute. Eine andere Geschichte…

  • N. Brenner, P. Marcuse, M. Mayer (Hg.)

    Cities for People, Not for Profit. Critical Urban Theory…

  • Richard Dyer

    In The Space Of A Song. The Uses of Song in Film

  • Rosalind E. Krauss

    Under Blue Cup

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 €