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      <title>Jingyue‘s essay by </title>
      <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2025-05-12 13:27:42 UTC</pubDate>
      <lastBuildDate>2025-05-13 14:53:30 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Title &amp; questions</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3446531659</link>
         <description><![CDATA[<p>main focus on visual communication - The UI Design</p><p>-UI design for card games</p><p><br></p><p>Games research</p><p> -Balatro</p><p> -Slay The Spire</p><p> -Stacklands</p><p> -Cultist Somulator</p><p><br></p><p>↑Strategy games &amp; Round-based card games</p><p>In most card games, cards have numerical values and characteristics, and are also played with different mechanics and strategies</p><p><br></p><p>Subjects-（brain storm）</p><p>·Ways of the interface of game enhance player clarity and control</p><p>·The UI aid player choices（？）</p><p>·How does the UI design  in a game support strategic decision-making</p><p>·Principles of interaction design manifest in the UI </p><p>·How does the UI of a game apply key interaction design principles to create a readable and intuitive gameplay experience?</p>]]></description>
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         <pubDate>2025-05-12 13:29:20 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3446531659</guid>
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      <item>
         <title>Game analyze</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351222</link>
         <description><![CDATA[<p>*After comparing several games I decided to choose the game Slay The Spire to analyze and use as the main game reference for my thesis.</p><p><br/></p><p>Compared to other games such as Balatro or Stacklands, Slay the Spire offers a more structured and symbolic UI, which makes it a strong candidate for studying visual clarity and player decision-making.</p><p><br/></p><p>UI Elements</p><p>Top</p><p>Left: Player&amp;Character, HP, Gold, Potions, Levels</p><p>(Below) Props</p><p>Right: Map, number of cards in hand</p><p><br/></p><p>Center (game screen)</p><p>Character(left)       Enermy(right)</p><p>Below character: HP, status (buffs)</p><p>Above enemie: actions taken this turn</p><p><br/></p><p>Bottom</p><p>(in order from left to right)</p><p>Pile, Energy, cards available this turn, end of turn button, discard pile</p><p><br/></p>]]></description>
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         <pubDate>2025-05-13 00:59:32 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351222</guid>
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         <title>Reading (reference)</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351359</link>
         <description><![CDATA[<p>Book：</p><p>1-Sylvester, T. (2013) <em>Designing Games: A Guide to Engineering Experiences</em>. Sebastopol, CA: O’Reilly Media.</p><p><br></p><p>2-Schell, J. (2015) <em>The Art of Game Design: A Book of Lenses</em>. 2nd edn. Boca Raton: CRC Press.</p><p><br></p><p>3-Adams, E. (2014) <em>Fundamentals of game design</em>. 3rd edn. Berkeley, CA: New Riders.</p><p><br></p><p>4-Norman, D. A. (2013) <em>The Design of Everyday Things</em>. Revised edn. New York: Basic Books.</p><p><br></p><p>Document：</p><p>1-Hunicke, R., LeBlanc, M. and Zubek, R. (2004) ‘MDA: A formal approach to game design and game research’, <em>Proceedings of the Game Developers Conference</em>. Available at: <a rel="noopener noreferrer nofollow" href="https://www.researchgate.net/publication/228884866">https://www.researchgate.net/publication/228884866</a> (Accessed: 13 May 2025).</p><p><br></p><p>2-Ahmad, I., Hamid, E., Abdullasim, N. and Jaafar, A. (2017) ‘Game interface design: Measuring the player’s gameplay experience’, <em>Lecture Notes in Computer Science</em>, pp. 539–551. Available at: <a rel="noopener noreferrer nofollow" href="https://doi.org/10.1007/978-3-319-70010-6_46">https://doi.org/10.1007/978-3-319-70010-6_46</a> (Accessed: 13 May 2025).</p><p><br></p><p>3-Zamri, K.Y. (2021) ‘The effect of 10 user interface (UI) elements on game design process’, <em>International Conference on Research and Innovation in Science and Technology (I-CReST)</em>. Available at: <a rel="noopener noreferrer nofollow" href="https://www.researchgate.net/publication/354527166">https://www.researchgate.net/publication/354527166</a> (Accessed: 13 May 2025).</p><p><br></p><p>4-Vi, P.T., Mishra, S. and Nguyen, T. (2024) ‘User interface design and usability in information systems’, <em>Bulletin of Electrical Engineering and Informatics</em>, August. Available at: <a rel="noopener noreferrer nofollow" href="https://doi.org/10.1002/9781394272303.ch23">https://doi.org/10.1002/9781394272303.ch23</a> (Accessed: 13 May 2025).</p>]]></description>
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         <pubDate>2025-05-13 00:59:37 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351359</guid>
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      <item>
         <title>Structure</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351437</link>
         <description><![CDATA[<p>Introduction</p><p>Briefly introduce the game genre and introduce the topic: card games are highly dependent on the presentation of information and instant decision-making by players, so UI design plays a key role in it.</p><p><br/></p><p><strong>Body 1 — Game interface analysis</strong><br>(Keyword: information hierarchy, iconography, feedback)</p><p><strong>Body 2 — Player experience impact</strong><br>(Keyword: immersion, pace, frustration reduction)</p><p><br/></p><p>Conclusion</p><p>Summary: The UI successfully supports player decision-making and enhances the gameplay experience.</p><p>Reflection: Can it serve as an example of “non-glamorous but extremely functional” UI design for more card/strategy games?</p>]]></description>
         <enclosure url="" />
         <pubDate>2025-05-13 00:59:40 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351437</guid>
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      <item>
         <title>Confirmation of the theme</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351544</link>
         <description><![CDATA[<p>Focus: Visual communication in card game UI</p><p>Case: Slay the Spire</p><p>Final decision RQ: <strong>How does the UI support strategic decision-making and player clarity?</strong></p><p>Sub-questions:</p><p> -How is information visually structured?</p><p> -How does the UI reduce cognitive load?</p><p> -How does it support fast-paced decision-making?</p>]]></description>
         <enclosure url="" />
         <pubDate>2025-05-13 00:59:43 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351544</guid>
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      <item>
         <title>Body</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351631</link>
         <description><![CDATA[<p>Basic principles of UI design and the needs of card games + references to related theories</p><p><br/></p><p>The game's card interface (how to support “quick recognition”)</p><p><br/></p><p>How the UI affects the game experience: reduces frustration, enhances “sense of strategy”: players can more clearly plan their next move</p><p><br/></p><p>Pace maintenance: UI is not “in the way” or redundant, supports fast-paced decision-making, and is an important pillar of the game's replayability ( Learning and feedback are accomplished quickly.)</p>]]></description>
         <enclosure url="" />
         <pubDate>2025-05-13 00:59:46 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351631</guid>
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      <item>
         <title>introduction</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351713</link>
         <description><![CDATA[<p>- This essay explores the role of user interface design in enhancing visual communication and strategic clarity in turn-based card games</p><p>- In card games, players rely heavily on immediate access to structured information—such as card attributes, energy, turn sequence, and enemy intentions—to make decisions under pressure.</p><p>- UI design plays a crucial role in reducing cognitive load, ensuring readability, and supporting game flow.</p><p>- The analysis draws upon theories of interaction design and game design frameworks , to examine how Slay the Spire achieves a balance between minimalism and information richness.</p>]]></description>
         <enclosure url="" />
         <pubDate>2025-05-13 00:59:50 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351713</guid>
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      <item>
         <title>Conclusion</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351810</link>
         <description><![CDATA[<p>- The UI design of Slay the Spire demonstrates how effective visual hierarchy, clear symbolic language, and consistent feedback can enhance strategic gameplay.</p><p>- By presenting essential information in a well-structured layout, the game enables players to plan ahead, react quickly, and maintain focus without distraction.</p><p>- The case study highlights how core UI principles—such as clarity, minimalism, and responsiveness—can directly influence player experience in card-based strategy games.</p><p><br/></p>]]></description>
         <enclosure url="" />
         <pubDate>2025-05-13 00:59:54 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3447351810</guid>
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      <item>
         <title>Part2</title>
         <author>ainnyya</author>
         <link>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3448719015</link>
         <description><![CDATA[<p>Diversity / Inclusivity / Sustainability</p><ul><li><p><em>Celeste </em></p></li><li><p><em>To the Moon</em></p></li><li><p><em>Stardew Valley</em> √</p></li></ul><p><br/></p><p>-slow-paced eco-farming </p><p>-anti-corporate narrative reflect environmental values</p>]]></description>
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         <pubDate>2025-05-13 14:53:29 UTC</pubDate>
         <guid>https://padlet.com/ainnyya/aq0ogr49f74rz7zw/wish/3448719015</guid>
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