UI Design for Important Items
In ROOM-9, I don’t want to present the overall UI design idea too complicated, I want to reflect more on some important items. For example, the most important key in the game, which is a item that is used throughout the game.


The key is a very important target in the game, and I want it to look more realistic in the design, so I chose a more realistic and cold look. No bright colours were used and no exaggerated decorations. It’s more like an old object.
It is also written in the game that you need to find three correct rooms and put together the key. So I divided it into three split keys, and players can automatically combine them into a complete key once they collect all three. When the player sees the key pieces, they can tell that the room is the correct one.

The buttons in the room are designed along similar lines. The basic gameplay has also been demonstrated in previous boards. Take the red, yellow and blue buttons as an example, the colours are obvious, and the overall form is kept uniform with no extra decoration. Players can naturally notice these buttons when they enter the room.
UI Design Concept
Based on the way these items are designed, the overall UI idea is becoming clearer. There is no overly complex UI design in the game, no constant display of status and other information. Whether a door is accessible, whether a button can be operated, and whether a key can be obtained are all told to the player visually and interactively, rather than explained through text or icons.
UX Design Concept
At the UX level, I want the player’s choices to happen naturally through manoeuvres, not through interface confirmation. Actions such as entering a room or making an attempt don’t require pop-ups or menus, but are done directly through manipulation.
This design allows players to rely more on their intuition when making decisions, and express their judgement with actions in the space. Reduce the flow of reading and clicking.
Overall, the UI and UX are centred around one direction: reducing extra explanations and amplifying the player’s feelings. By explaining the game with objects and environments.