| name | player-ux |
| description | Cognitive load for players: perception, attention and memory limits, Gestalt principles for HUD and UI, signal-noise discipline, onboarding ramps, tooltips and affordances, and developer blindness. Use when designing or reviewing a HUD or UI layout, writing a tutorial or first-time-user flow, or when players say 'I didn't see that', 'I didn't know I could do that', 'I missed that it happened', or blame themselves for what is actually a readability failure. Usability problems reliably masquerade as difficulty problems โ test readability before tuning difficulty. For access needs specifically (colourblindness, motor, hearing, cognitive) use accessibility-design. |
Player UX
Purpose: Apply cognitive science to game interface and interaction design. The player's brain has hard constraints โ limited attention, lossy perception, fragile memory. Design with those constraints, not against them.
Sources: This skill is substantially Celia Hodent, The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design (CRC Press, 2017) โ the three cognitive pillars, the green-ball anti-pattern, usability-versus-engageability, and developer blindness are all hers. Working memory at ~4 chunks is Cowan (2001), which revised Miller's 1956 "7ยฑ2." Gestalt grouping principles are Wertheimer (1923). The 4.5:1 contrast minimum is WCAG 2.1 AA.
Core Framework: Three Cognitive Pillars
Every interaction between player and game passes through three systems, in order:
Perception โ Attention โ Memory
(Did they see it?) โ (Did they focus on it?) โ (Will they remember it?)
If any pillar fails, everything downstream fails too.
Pillar 1: Perception
The brain doesn't passively receive information โ it actively constructs a model based on expectations, context, and sensory input. Perception is top-down: what you know influences what you see.
Gestalt Principles for Game UI:
| Principle | Rule | Game Application |
|---|
| Proximity | Near objects are perceived as grouped | Group related HUD elements spatially (health + shield together) |
| Similarity | Similar appearance = perceived as related | Use consistent color/shape for same-category items |
| Figure-Ground | Salient elements pop out from background | Critical info needs contrast against the game world |
| Continuity | The eye follows smooth paths | Guide attention with visual flow (menu layouts, tutorials) |
| Closure | The brain completes incomplete shapes | Progress bars, partially-revealed maps work because of this |
Perception Checklist:
Pillar 2: Attention
Attention is a finite resource. The brain consumes ~20% of body energy at ~2% of body weight. Every UI element, tutorial popup, and status indicator competes for this budget.
The Core Pillars Method:
- Define 3-5 experience pillars for your game (e.g., "exploration," "combat mastery," "base building")
- For every design decision: does the cognitive demand serve a pillar?
- If attention cost doesn't serve a pillar, it's waste โ simplify or cut
The Green Ball Anti-Pattern:
"Playing golf with a green ball on a green course" โ when the challenge is finding the thing rather than doing the thing, you've put the difficulty in the wrong place. The challenge should be the experience, not a barrier to reaching it.
Attention Audit:
Pillar 3: Memory
Working memory holds ~4 chunks simultaneously. Long-term encoding requires emotional significance, repetition, or active processing. Tutorials that dump information before the player has context to encode it are wasted.
Memory-Friendly Design:
- Teach through doing, not reading โ active processing encodes better than passive
- One concept at a time โ introduce, let the player practice, then introduce the next
- Emotional context first โ explain why before how (motivation aids encoding)
- Recognition over recall โ show options rather than making players remember them
- Spaced repetition โ reintroduce concepts at increasing intervals
Memory Audit:
Usability vs. Engage-ability
Two distinct UX goals that are often confused:
| Dimension | Question | When It Fails |
|---|
| Usability | Can the player do what they intend? | Player blames themselves: "I'm bad at this" |
| Engage-ability | Does the player want to keep playing? | Player blames the game: "This is boring" |
Critical insight: Usability problems masquerade as difficulty problems. Players blame their own skill when the real issue is bad UI. Test usability before tuning difficulty.
Onboarding Design
Flow Structure
Phase 1: Safe exploration (no failure possible)
โ Introduce movement and core interaction
โ Let the player touch things without consequence
Phase 2: Guided challenge (gentle failure)
โ Introduce the core mechanic with clear success/failure
โ Immediate feedback on what went wrong
Phase 3: Supported mastery (real challenge, safety nets)
โ Full mechanics, but with hints available
โ Coyote time, generous hit windows, undo options
Phase 4: Release (full game)
โ Remove scaffolding gradually
โ Player should feel competent, not coddled
Onboarding Checklist
Developer Blindness
You have played your game for hundreds of hours. Your players have played for zero. This asymmetry is the single biggest UX risk in game development.
Counter-measures:
- Watch first-time players without helping โ your instinct to explain is the signal that UX is failing
- Use the "5-second test" โ show a screen for 5 seconds, ask what they noticed. If they missed critical info, it's a perception failure
- Playtest with people outside your team and friend group
- Record playtests โ your memory of what happened will be biased
- Revisit your own game after a 2-week break for the closest approximation of fresh eyes
Accessibility Quick Reference
| Category | Minimum Standard |
|---|
| Vision | No info conveyed by color alone; support colorblind modes (~10% of players) |
| Contrast | Critical UI elements meet 4.5:1 contrast ratio against background |
| Motor | Rebindable controls; no rapid-press requirements without alternatives |
| Cognitive | Difficulty options; pausable gameplay; adjustable text speed |
| Redundancy | Critical feedback uses 2+ channels (visual + audio minimum) |
Complexity Budget
Complexity is finite. Spend it on your core experience.
Total complexity budget
โโโ Core loop complexity (SPEND HERE โ this IS the game)
โโโ Secondary systems (keep lean โ inventory, menus, settings)
โโโ Onboarding complexity (minimize โ teach through play)
โโโ Meta-game complexity (justify every layer)
Rule of thumb: If a system isn't part of the core loop, it should require less than 1 minute of learning. If it requires more, either it should be a core pillar or it needs simplification.
Cross-References
Three tight links. Everything else routes through the map, so adding a skill
touches one file rather than twenty: references/routing-map.md (in
game-design).
- accessibility-design โ Where cognitive load becomes an access question
- game-feel โ Feedback design that respects perception limits
- playtest-design โ Observation protocols โ self-report will not find these