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How the controls are laid out is important for the UX. If the buttons are mapped to weird controls then the game will be less fun to play, and as such, it will have a worse UX. The control design is slightly different to how the buttons are mapped, it's how those controls feel to the player. An example of these is movement. If the buttons are mapped to an analogue stick but the movement is only in 4 directions, so maybe it would feel better to have the controls mapped to the D-pad.

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A UI must be suitable for every situation. For example, a badly made UI for a game would have a blue HUD in a game where a lot of the environment is the same shade of blue. This is a bad idea because chances are that you won't be able to see the UI very well since the UI would blend into the environment.

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This is very important because the player needs to know what's happening, if the UI doesn't tell the player anything then the player wouldn't know where to go or what to do and that would create frustration and result in bad gameplay and a bad UX. On the contrary, too much useless information can result in the same sort of effect because there's too much going on onscreen and it could be cluttered and useless again resulting in frustration and a bad UX.

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There's 5 design principles that are essential when trying to create a good UI.

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Something else that affects UX is the reaction you get from actions. If the blood splatter on the screen in a meta UI is delayed or if it cover the screen completely and you can't see through then it will effect how the game plays and feels because after you get hit you can't fight back as you can't see anything.

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UX needs to include lots of features for lots of different people, without taking up too much space. For good UX the UI needs to take into account the target audience, for example, if your target audience is and older audience, you'll need to use sharper and larger font and bolder colours, so elements are easier for them to see. Another example is if your target audience is mostly female, then you could use more feminine colours to make it appeal to women more. Another thing that effects UX is how it caters for people with impairments. For example, if the UI has an option to change the colours for people that are colour blind.

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There's a lot of factors to take into account when thinking about UX. You need to think about your target audience and cater towards that. You also need to make the UI not spoil the gameplay. An example of bad UX is if the screen is too cluttered with pop-ups and notifications that you can't see the game, the UI get's in the way, so it makes the game less fun to play.

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This is a UI element that affects the narrative, but not the world. An example of this is effects on the camera to give some sort of indication, like if Call of Duty, when you get shot blood splatter shoots on the screen. This is a form of meta because it doesn't effect the world, just the camera.

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This is where it affects the world, but not the narrative, this is anything that moves with the world, so player outlines and player names over characters, or objective markers. These are used all over the place for small tasks, but barely ever as the primary form of UI. There are exceptions i.e. Splinter Cell blacklist, but mostly not.

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Non-Diegetic is a UI element that is on it's own separate plane. This is completely separate from the fiction, it doesn't affect anything in the environment. This is usually used for MMORPGs because it allows you to include a lot of information in the space on the screen. An example of this is in Black Desert Online, the UI is all on it's own separate plane so that you can see the information you need.

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This is a UI element that is within the narrative. This means that it's something that affects the world, it's on the same plane as the world. An example of this is in Fallout, you have the Pip-boy which is integrated into the character's body. This is still a UI because the player interacts with it.

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There are 4 types of UI, these dictate how the UI is interacted with and where it shows up.

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What are UI and UX. The UI (User Interface) is the interface you interact with; it's the controls you can use to control your game. The UX (User Experience) is how the instruction is carried out. It's how enjoyable the control was executed. For context, it's like when you ride a bike... The UI is the Brakes and Pedals, it's the UI because it makes the bike do something, when you pedal, it moves forwards. The UX is like how smoothly the bike accelerates, how effective the brakes are and how enjoyable it makes the ride.