Source 11: Diegesis and Designing for Immersion
Citation: Lucas, F. (2018). Game Developer. Link Category:
#immersion#ux
- What it covers: A definitive breakdown of “Diegetic UI” which are interfaces that exist within the game world (like the map in Firewatch or the holographic ammo counter in Dead Space) versus non-diegetic overlays.
- Why it is valuable: This article provides a clear, definitional framework for a concept that is often misunderstood. By categorizing UI into specific types (diegetic, spatial, meta), it gives the collection precise terminology for analyzing interface design beyond vague feelings of immersion.
- Who would benefit: UI artists who want to stop making boring pause menus and start building interfaces that feel “real.”
- Limitations: It acknowledges that diegetic UI can sometimes hurt usability (e.g., reading a tiny map in the dark), forcing a trade-off between realism and function.