Difference between revisions of "HUD Interfaces"

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(References)
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== References ==
 
== References ==
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<references>
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<ref name="Fagerholt">Fagerholt, E. & Lorentzon, M. 2009. Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. MSc thesis in Interaction Design. Chalmers University of Technology.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 07:37, 19 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Head-up Display (HUD) interface

Note: this pattern describes a more generic design solution that a true HUD interface. It is more aligned to the Overlay part in Fagerholt & Lorentzon's conceptual view of visual UI conventions in FPS games[1].

Examples

Doom series

Battlefield series

Fallout series and Elder Scrolls series

Civilization (video game) series

Europa Universalis series

Half-Life series

Left 4 Dead series

Using the pattern

add Screen Splatter, Giantbomb

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. Cite error: Invalid <ref> tag; no text was provided for refs named fagerholt

Cite error: <ref> tag with name "Fagerholt" defined in <references> is not used in prior text.

Acknowledgements

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