player-ux

Cognitive load management for players: perception/attention/memory framework, Gestalt principles for game UI, signal-noise discipline on the HUD, onboarding ramp design, and tooltip/affordance pattern

SKILL.md

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Player UX

Purpose: Apply cognitive science to game interface and interaction design. The player's brain has hard constraints — limited attention, lossy perception, fragile memory. Design with those constraints, not against them.

Influences: Frameworks here draw on neuroscience-grounded game UX research, with supporting concepts from experience engineering theory (elegance, attention budgets) and established perceptual psychology (Gestalt principles, cognitive load theory).


When to Activate

Use this skill when:

  • Designing or reviewing HUD/UI layouts
  • Writing tutorials or onboarding sequences
  • Players report confusion, frustration, or "I didn't see that"
  • Evaluating accessibility (colorblind, motor, cognitive)
  • Debugging situations where players blame themselves for bad UI
  • Any time the challenge should be the game, not the interface

Core Framework: Three Cognitive Pillars

Every interaction between player and game passes through three systems, in order:

Perception → Attention → Memory
(Did they see it?) → (Did they focus on it?) → (Will they remember it?)

If any pillar fails, everything downstream fails too.

Pillar 1: Perception

The brain doesn't passively receive information — 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:

  • Can the player distinguish foreground from background at a glance?
  • Do related elements look related? (Same color family, proximate, similar style)
  • Do unrelated elements look distinct?
  • Is critical info visible in peripheral vision? (Health bars, ammo counts)
  • Does the design work at target viewing distance? (TV from couch vs. phone vs. monitor)

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:

  1. Define 3-5 experience pillars for your game (e.g., "exploration," "combat mastery," "base building")
  2. For every design decision: does the cognitive demand serve a pillar?
  3. If attention cost doesn't serve a pillar, it's waste — simplify or cut

The Green Ball Anti-Pattern: "Playing golf with a green ball on a green course" — 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:

  • Does every on-screen element serve a declared experience pillar?
  • Is the player spending attention on the intended challenge? (Not menus, not navigation, not parsing icons)
  • Can the player ignore non-critical info without penalty?
  • Are alerts/notifications graduated by importance? (Critical ≠ informational)
  • During high-intensity moments, is non-essential UI minimized?

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 — active processing encodes better than passive
  • One concept at a time — introduce, let the player practice, then introduce the next
  • Emotional context first — explain why before how (motivation aids encoding)
  • Recognition over recall — show options rather than making players remember them
  • Spaced repetition — reintroduce concepts at increasing intervals

Memory Audit:

  • Does any single decision point require tracking > 4 pieces of info?
  • Can the player access reference info without leaving the action? (Tooltips, overlays)
  • Are tutorials contextualized (taught when relevant, not all at start)?
  • Is critical information available for recognition, not just recall?
  • After a session break, can the player resume without re-learning?

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)
  → Introduce movement and core interaction
  → Let the player touch things without consequence

Phase 2: Guided challenge (gentle failure)
  → Introduce the core mechanic with clear success/failure
  → Immediate feedback on what went wrong

Phase 3: Supported mastery (real challenge, safety nets)
  → Full mechanics, but with hints available
  → Coyote time, generous hit windows, undo options

Phase 4: Release (full game)
  → Remove scaffolding gradually
  → Player should feel competent, not coddled

Onboarding Checklist

  • Can the player do something meaningful in the first 30 seconds?
  • Are tutorials delivered through play, not text screens?
  • Is each concept practiced before the next one is introduced?
  • Does failure teach? (Clear feedback, not just "try again")
  • Is there no front-loaded info dump?
  • Can experienced players skip/accelerate the tutorial?
  • Are controls taught through muscle memory, not reading?

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 — your instinct to explain is the signal that UX is failing
  • Use the "5-second test" — 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 — 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
├── Core loop complexity      (SPEND HERE — this IS the game)
├── Secondary systems          (keep lean — inventory, menus, settings)
├── Onboarding complexity      (minimize — teach through play)
└── 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

  • game-design — 5-Component Framework (Clarity component maps directly to UX)
  • experience-design — Pacing as cognitive load management over time
  • encounter-design — Spatial UX: environmental flow, landmark navigation, spatial readability
  • narrative-design — Dialogue and quest UX; cutscene pacing; information delivery
  • motivation-design — How UX friction affects player motivation and retention
  • game-feel — Feedback design that respects perception constraints
  • playtest-design — Testing UX with real players, structured observation
  • progression-systems — Onboarding as the first phase of the progression curve