Hey! So I just wanted to get your guys’ feedback on another UI screen I’ve been trying to redo.
Okay so, this is a screen where you can adjust your throwing statistics. The idea was to create bar sliders to adjust the values, if you’re unable to figure out the scheme of the design. (Not really sure if the design is completely bad, half-bad, or good.)
It’s simple, yet professional, I like it! But I think the numbers should be somewhere else, as it can be complicated display-wise if the slider is somewhere in the middle.
Nice work so far! The colour scheme works quite well and the cleaner version you uploaded is certainly an improvement. As a UI designer, here are some of the further improvements I’d make. I’ve also included my own mock-up of how I would approach the design of the UI, hopefully you find it useful!
My Suggestions
From a UX (user experience) perspective, the UI is lacking an exit button and this may cause confusion for some players. This should be a simple addition but will improve the user’s experience more than you might think.
As @AbiZinho has touched on, it would be a good idea to move the numbers to an area outside of the slider to prevent the blue icons from covering the numbers at any stage. The clearer you communicate information to the user, the better! I’d suggest creating a box to the left of the slider and placing the number inside.
Continuing on theme of better communicating information, I’d suggest giving each “Axis Rotation” title a unique name specifying exactly which axis is being affected. Perhaps these titles are just placeholders though, in which case you probably already have some titles in mind.
The sliders are slightly off-centre. By repositioning them as best you can to the available space, you can give the UI an even more professional edge, while also making the UI more appealing in the process!
Finally, I would suggest capitalising the “Edit Release” text. This often makes the heading more eye-catching and helps differentiate the heading from later text.
Not that I know anything about UI/UX design but for something on a 3d plane like axis’s, I might create a gui using the roblox handles used in rotating parts. You could visualize this with viewport frames.
Though, I might be completely misunderstanding what your UI is meant to do - just seeing 3 rotate draggers makes me think you might be using the UI to change the throw direction or something.
Maybe instead of the ball in the middle, have a dummy, and the rotations could use inverse kinematics to change where the right arm is so that it is loop throwing in the direction the user chooses with the gui.
I’d go with something like @Craftero’s design, but make the numbers into text boxes too, so that if someone wants a specific number and can’t easily achieve it with the slider, they can just type it into the box too.
On focus lost / enter pressed, read the number in the box, validate it’s within your limits and shift the slider to that position if it’s valid - otherwise, set it to the previous valid value.
I’m not sure a UI is the best way to go about this. For my bowling mechanic in Penguin Simulator, I allowed the player to move physical points on the lane and used Bezier curves to create a visual path of the ball with the rotation. Players love to see things, not adjust a UI and hope for the best. Nevertheless the UI does look clean and simple. Nice job!
Thanks for all the wonderful feedback guys! I really appreciate it, and you’ve given me many things to think about here. Definitely will attempt to make further adjustments with this screen.