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Get Started Free →Design or audit game controls, HUD, menus, feedback, input mapping, transparency, juiciness, channels, modes, and metaphors. Use when implementing UI, controls, camera, tutorials, status displays, accessibility feedback, or when players are confused about what happened.
.claude/skills/hashgraph-online-game-interface-feedback/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-06 | ✗→✓ | ▲ Improved | -13% | 0% |
| case-01 | ✗→✓ | ▲ Improved | -13% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -24% | 0% |
| case-04 | ✗→✓ | ▲ Improved | -31% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 12% | 0% |
Use this skill to make player intent, system state, and consequences legible. The interface is not just menus; it is every path between player intention and game response.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapter 15 on interface, control, feedback, transparency, channels, modes, and metaphors. The workflow is transformed and paraphrased.
Supporting sources include Nielsen Norman Group usability heuristics and Microsoft Xbox Accessibility Guidelines.
Interaction Map: intent, input, system response, feedback, and failure states.Feedback Spec: channels, timing, priority, and accessibility alternatives.UI/Control Notes: HUD, menus, camera, prompts, focus, and mode behavior.Implementation Tasks: exact components, states, events, and tests.Usability Risks: ambiguity, hidden state, input conflict, overload, and missed feedback.Before producing an interface spec or audit, read:
references/core/guide.mdworkflows/interface-audit.mdOther measured skills in the registry, with their headline benchmark lift.