



For the past twelve years, my "day job" has involved the creation of UI designs. Whether it's for games, kiosks, websites or interactive museums, one thing remains constant:
Make it so seamless and intuitive that most users don't even notice it.
To do this, you first need to have a clear understanding of the brand and how you want the user to interact with it. The next step is to work with the Art Director or Creative Director to extend elements of the brand (or Intellectual Property) into the UI. Getting these things worked out up front can save you a lot of time and effort. When designing UIs for tabletop games, this planning stage is critical.
Unlike video games -- which can have any number of inventory screens and can change based on what the character is holding or doing -- collectible card game UIs require ALL elements to be presented at ALL times. They also require a lot of forward engineering for maximum backwards compatibility (once it's printed, there's no going back and releasing a patch/update for the UI) - so it is extremely important to always ask a lot of questions up front. These questions often lead to discoveries and opportunities to improve the UI. The key challenge, of course, is to fit all of the necessary information into one tiny 63mm x 88mm space (or an even smaller space, if you happen to be creating a base for a miniatures game).
Now, I'm not saying that designing a tabletop game UI is any harder than designing UI for video games. But tabletop game UI design presents its own unique set of challenges -- and having developed an expertise in this area, it gives me a unique respect for maximizing space through creative simplicity.
Above are a few examples of tabletop game UIs I've designed . . .