I found games ux really transformative , where they almost become work UIs. Everyone pays to learn photoshop, nobody wants to pay to learn to use an UI for a game. Not even in tutorial ttime.
Total annhilation was such a milestone to RTS games UI. Programming unit routes and behaviour via factories was peak intuitiv design. It was such a boost to the experience of strategy compared to the clicks per minute juggling competition that was starcraft.
Refreshing take on exploring the "delight" aspect of UX with lots of nuance as well. I read too many comments on here that seem a little a too spartan in their perspective on good UX, but it feels silly to be spartan on a topic that is so, so far from being solved.
Yep. Most people here tend to think that software should be as unfriendly and retro as possible so it feels like āreal computing, you know, from the golden ageā which is just absurd. Computers should be a delight to use. Interfaces should delight users. The experience should make the user feel good. That was always the point, right from the beginning.
I didn't read the entire article but the headline reminds me of a programme I use: Treesheets. It's a spreadsheet/note taking app made by a person in the games industry, and I find it really fun to use.
Great article. Iāve been in the UI/UX space for years. Prior to that I studied gamedesign at uni and graduated engineer in art and tech. Principles of gamedesign always allowed me to solve ux problems in sometimes unusually delightful ways. One tiiiny example was a search function for a piece of software that was incredibly slow. The engineers couldnt get it to go any faster. I helped solve it with an old gamedesign technique, which is to add story to the loading screen. Just adding a fun animation and text on whatās happening helped decrease dropoff and increase delight. Now transitioned to more design and engineering allows me to own the full ux even more. [1]
I found games ux really transformative , where they almost become work UIs. Everyone pays to learn photoshop, nobody wants to pay to learn to use an UI for a game. Not even in tutorial ttime.
Total annhilation was such a milestone to RTS games UI. Programming unit routes and behaviour via factories was peak intuitiv design. It was such a boost to the experience of strategy compared to the clicks per minute juggling competition that was starcraft.
Have you seen Beyond All Reason's Move Line Drag command? (which can also be queued)
Being able to scribble the exact spread of positions you want your units to take, as a series of waypoints, at the speed of thought, is incredible.
https://www.beyondallreason.info/commands/move-line-drag
Refreshing take on exploring the "delight" aspect of UX with lots of nuance as well. I read too many comments on here that seem a little a too spartan in their perspective on good UX, but it feels silly to be spartan on a topic that is so, so far from being solved.
Yep. Most people here tend to think that software should be as unfriendly and retro as possible so it feels like āreal computing, you know, from the golden ageā which is just absurd. Computers should be a delight to use. Interfaces should delight users. The experience should make the user feel good. That was always the point, right from the beginning.
I didn't read the entire article but the headline reminds me of a programme I use: Treesheets. It's a spreadsheet/note taking app made by a person in the games industry, and I find it really fun to use.
link: https://strlen.com/treesheets/
A few past discussions:
TreeSheets: Free Form Data Organizer (Hierarchical Spreadsheet) - https://news.ycombinator.com/item?id=47654219 - April 2026 (1 comment)
TreeSheets: Open Source Free Form Data Organizer - https://news.ycombinator.com/item?id=34184993 - Dec 2022 (55 comments)
Treesheets: cross-platform, free-form data organizer app - https://news.ycombinator.com/item?id=27614912 - June 2021 (90 comments)
TreeSheets: Free Form Data Organizer - https://news.ycombinator.com/item?id=15057392 - Aug 2017 (58 comments)
TreeSheets: Free-Form Data Organizer - https://news.ycombinator.com/item?id=11247372 - March 2016 (28 comments)
That looks like an interesting program. I can hardly believe Iād never heard of it beforeāand itās in the Debian repository, too.
I swear Iām having dĆ©jĆ vu. Didnāt this exact post go up on HN like 2 days ago and somebody mentioned tree links as one of the top comments?
this is not me being all āOH MY GOD REPOSTā Iām just scratching my head because I swear I saw this exact thread the other day ha
I believe HN revives posts and rewrites the timestamps of comments sometimes to give them another chance of visibility
wow. thank-you. i'd never heard of it, and it is a thing of beauty.
Great article. Iāve been in the UI/UX space for years. Prior to that I studied gamedesign at uni and graduated engineer in art and tech. Principles of gamedesign always allowed me to solve ux problems in sometimes unusually delightful ways. One tiiiny example was a search function for a piece of software that was incredibly slow. The engineers couldnt get it to go any faster. I helped solve it with an old gamedesign technique, which is to add story to the loading screen. Just adding a fun animation and text on whatās happening helped decrease dropoff and increase delight. Now transitioned to more design and engineering allows me to own the full ux even more. [1]
[1] https://designshippers.com