Skip to content

Textbox Design Process

viktormmilanov edited this page Sep 13, 2022 · 9 revisions

Textbox Design Process

  • Important not to over complicate
  • Must not take the attention away from the visual cues, e.g., the images
  • Simplistic design – easy to spot and straight forward
  • Must stand out on the page to a degree – must not blend in with background

Inspiration

1 2 3

Basic Paper Ideation

Paper Idea #1 Paper Idea #2

Following the notes and guidelines from above, I explored different text box designs to get an idea of how it would look in general before experimenting further with pixel art.

Pixel Art Ideation - Changes with User Testing & Feedback

The user test subjects were young university students between the ages 18 and 25.

The question we asked were:

  • Is the textbox too big or too small?
  • Is the textbox clear?
  • What would you like to change?

1 Basic Square Textbox design

#1 Basic Square Textbox Design

  • Users mentioned that it is too basic and does not fit theme.

2 Crystal Shaped Textbox – fits the theme, but appears too thick

#2 Crystal Shaped Textbox

  • Updated based on user feedback to better fit theme (Crystal Shape). 2 users mentioned that it would take up too much of the screen and it is currently too thick.

3 Textbox design – First iteration – basic but functional

#3 Textbox design – First iteration

  • Shrunk design down and adjusted accordingly - fitting pixel art design, unanimously liked by users. User additionally suggested that it be made slightly thicker so as to not blend into background.

4 FINAL textbox design

#4 Final textbox design - thicker outline

  • Thicker outline to accentuate the box as a whole. Simple but aesthetically pleasing design. Takes up just enough screen space. Big enough to fit readable pixel art font dialogue.

References

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally