If web-applications had HUDs
Game designers are faced with a challenge - they need to get rid of HUDs in their games for several reasons: it goes against immersive gameplay, damages some HDTV screens through burn-in, and casual players need a simplified interface to feel at ease with playing a game. So if the HUD must go, what can be done?
Is there really enough information that needs to be 100% of the time in front of the player? And shifting planes to web applications, is there information in your app that needs to be visible at all times? How long do you think people will be looking at it instead of the rest of the functionality? In fact, do you even need a dashboard at all?
These are the questions you need to be asking yourself to stand out from the croud and help your user actually use your application. If you’re providing a service through your app, will persistant information be helpful or will it just clutter up the screen? Frequently, web applications tell us things we already know, or that are just not relevant to the task we’re trying to accomplish. If we can trim those situations down and decrease the complexity of the user interface, you’ll be game. Literally.
Article notes: If you want to read more about the HUD dillema, read the Gamasutra feature “Off with their HUDs“. In the picture, Katamari Damacy, © Namco - arguably the most innovative game out in the last few years and admitedly a recent addiction.

For a great example of a game that has no HUD yet still provides you with all the information you need about your current situation, check out King Kong, available on the PC, XBox360, PS2 and GameCube.
Comment by Dan — March 21, 2006 @ 5:12 pm