# data[].attributes.body
Sometimes when you parry a boss, an orange circle will glow around them. This either means there vulnerable for more damage and you’ll get a short cinematic to show you doing damage to the boss, or you’ve done enough damage to the boss to do a close range battle and take off the rest of the bosses health.

The game wants to keep the interface small and out of the way but also at the same time, showing a lot of it to help the player through the game.

# data[].attributes.body
For example, parrying, countering a bosses attack and when they’re ready for close range battle. Parrying is shown by a bright white dot and the sound of a sword being drawn to tell the player when to parry the attack, this can also be used with bullets but does not show you when to parry it, and this is because it is not needed as you know when the bullet will impact you.

# data[].attributes.body
Furi’s interface is interesting, there’s only a health bar and how many life points you have and how much health and life points the boss has. The good thing about Furi’s user interface is that it’s used in the game and not just a border around the game.

# data[].attributes.body
Doing damage to enemies will be shown by the enemy turning red for a short amount of time.

In the game you can control the camera to either take pictures and screenshots or to look at the area around you. While paused, you can equip different badges that have different powers, different colour schemes for the character or change the style of the hats.

# data[].attributes.body
Other ways it implements its user interface is in the environment itself. Things like using a grappling hook, doing damage to enemies, using the camera and equipping badges and cosmetics. When you use the grapple hook, when you get near something that can be hooked, depending on what console you play it on, it will show the button that you need to press to hang onto the item.

# data[].attributes.body
A hat in times interface only shows up when you either, collect gems, gain health, lose health or collect time pieces. While playing there is no interface and it lets you experience the world around you without health bars or a gem counter in the way.

# data[].attributes.body
Verbs in labels:
You can make options dialog much more usable by thinking through the labels you use on buttons and links.

# data[].attributes.body
Hover controls:
Some Web applications have extra utility controls, such as edit and delete buttons, that don’t necessarily have to be shown beside every item at all times.

# data[].attributes.body
Letter spacing:
Web design is pretty limiting for typographers. But while there are only a few safe Web fonts and not a great many things you can do to style them, it’s worth remembering that we do still have some level of control. Auto-focus on input
Many Web applications and websites feature forms. These may be search forms or input forms inviting you to submit something.
Custom input focus:
While the default look of form elements suffices for most functions, sometimes we want something a little prettier or a little more standardized across various browsers and systems.

# data[].attributes.body
relationships:
One of the most crucial elements in an interface is the white space between elements.

# data[].attributes.body
attention:
Color can also be used to effectively focus your visitors’ attention on important or actionable elements. For example, during the US presidential election, pretty much all of the candidates’ websites had the donation button colored red.
White space indicates

# data[].attributes.body
focus:
Similarly, you can also manage the focus of your visitors’ attention with contrast between elements.
Using color to manage

# data[].attributes.body
Typesetting buttons:
Attention to every detail is what separates a great product from a mediocre one.
Using contrast to manage

# data[].attributes.body
Padded block links:
Links (or anchors) are inline elements by default, which means that their clickable area spans only the height and width of the text.

# data[].attributes.body
Age can play a huge role in user interface. For children aged 3-12, it would be good to have a simple user interface and not in the way of gameplay. Aged 13-17 a user interface can be more complex like an RPG or an MMO, more options of choice and more dark themes involved in the user interface. Aged 18+ a user interface can be gorier and darker. A good example of this is call of duty, doom and other games like this, there’s more gore and blood and horror themes.

# data[].attributes.body
Human factors that help people in different ways are a colour blind setting and subtitles, subtitles help deaf people to understand a games plot and a colour blind setting helps people to see the games colours.

# data[].attributes.body
A good example of a human factor would be a hat in time. This is because the interface in that game interacts with that the player does like pick up gems, gaining health and picking up time pieces,. When this happens an interface will show up telling you what you have and how much health you have.

# data[].attributes.body
It’s also used to tell you fps, ping and other things that may affect your gaming experience. Colour psychology is the study of hues as a determinant of human behaviour. Colour influences perceptions that are not obvious, such as the taste of food.

# data[].attributes.body
Colours can also enhance the effectiveness of placebos. For example, red or orange pills are generally used as stimulants. Feedback can also be used to give hints to player and help them to learn how to play the game quicker. It can also be used to tell you you’re objective and where it is.

# data[].attributes.body
Feedback in games could be how you performed in the game and how good or bad you did. It can also show how good or bad you’re doing at the moment.

# data[].attributes.body
Technology now is able to better immerse people in the game there playing and in different ways like VR, light gun, DDR mat and much more. Things like VR help immerse people in the gaming world as your only view is the game and the controllers to stimulate your hands and grasping objects. The VR headset also corresponds to your movement for example when you move your body, you’ll move forward in the game and when you look around. Graphics in games have greatly improved and have the capability to make games look more realistic.

# data[].attributes.body
A lot of people who play games wants to be immersed in the game their playing and feel like they’re there and in the world.  Technology through the years has been developing to help gamers experience this as it was not possible a few years ago because of the technologies boundaries and limitations so things like graphics, sound and controllers were either basic controls, 64 bit graphics (32, 16, 8), and the speakers on TVs and consoles quality.

# data[].attributes.body
Location- Location can be shown by using a mini map or arrow to point towards objectives. It could also hint to where your objective is by describing its location and what you need to do there.

# data[].attributes.body
Communication- communication can either be used online, offline or both. When online, you can communicate with other player’s by either a chat box or voice chat. Offline communication can only be chat box and multiple choices of chat options.

# data[].attributes.body
Diegetic- On the flip side you have Diegetic, which exist in a game world instead of being overlaid onto the game, very much being part of the games fiction. For example a player could press a button to make their character look at their watch to check the time.

# data[].attributes.body
Meta- Meta UIs are like Non-Diegetic UIs, the difference is that Meta UIs have some way of staying the fiction of the game. A great example is Call of Duty; there is no health bar, but when you are low on health the screen would be overlay with blood to show that you are damaged. Meta UIs are normally represented two dimensionally.

# data[].attributes.body
Spatial- Spatial UIs are again like Non-Diegetic and Meta UIs, but the main difference is that Spatial UIs exist three dimensionally. An example of this is a glowing trail that appears on the floor that the player can follow.

# data[].attributes.body
Non Diegetic- Non-diegetic sound. Sound whose source is neither visible on the screen nor has been implied to be present in the action: narrator's commentary. Sound effects which is added for the dramatic effect. Mood music.