Araştırma Makalesi
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Video Oyunlarında Arayüz Tasarımı: Minimalist, Çok Katmanlı ve Öyküsel Yaklaşım

Yıl 2026, Cilt: 5 Sayı: 1, 123 - 137, 01.02.2026
https://doi.org/10.58850/bodrum.1598407

Öz

Bu çalışma, video oyunlarında kullanılan farklı arayüz türlerini analiz etmeyi ve bu bağlamda kontrol, dalma ve estetik eksenleri temelinde arayüz tasarımı için analitik bir çerçeve önermeyi amaçlamaktadır. Araştırma, minimalist, çok katmanlı ve öyküsel arayüz tasarımlarına odaklanarak, bu arayüzlerin oyun türlerine ve oynanış dinamiklerine göre nasıl değerlendirilebileceğini incelemiştir. Çalışmada, betimsel analiz ve doküman analizi teknikleri birlikte kullanılarak nitel bir yöntem benimsenmiştir. Literatür taramasında, öyküsel arayüzlerin oyuncu deneyimine etkileri, minimalist tasarımların işlevselliği ve çok katmanlı arayüzlerde bilgi yoğunluğu yönetimi ele alınmıştır. Journey, Shadow of the Colossus, World of Warcraft, EVE Online, Far Cry 2 ve Dead Space oyunlarından elde edilen veriler, farklı arayüz türlerinin bilgi sunumu, oyuncu etkileşimi ve dalma hissi üzerindeki etkilerini değerlendirmek için kullanılmıştır. Bulgular, minimalist arayüzlerin dalma hissini güçlendirdiğini, çok katmanlı arayüzlerin bilgi yönetimini ve kontrolü artırdığını, öyküsel arayüzlerin ise estetik entegrasyon yoluyla üç ekseni dengeleyebildiğini göstermektedir. Sonuç olarak, oyun türleri ile arayüz tasarımları arasındaki ilişkilere dayalı üç eksenli analitik yaklaşım önerilmiştir.

Kaynakça

  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of Virtual Environments, 1(1), 19-24.
  • Bordwell, D., & Thompson, K. (2017). Film art: An introduction (11th ed.). McGraw-Hill.
  • Bowen, G. A. (2009) Document analysis as a qualitative research method. Qualitative Researh Journal, 9(2), 27-40. https://doi.org/10.3316/QRJ0902027
  • Caroux, L., & Isbister, K. (2016). Influence of head-up displays’ characteristics on user experience in video games. International Journal of Human-Computer Studies, 87, 65-79. https://doi.org/10.1016/j.ijhcs.2015.11.001
  • Dead Space (PC) [Video oyunu]. (2008). Electronic Arts.
  • Dickinson, P., Cardwell, A., Parke, A., Gerling, K., & Murray, J. (2021). Diegetic tool management in a virtual reality training simulation. 2021 IEEE Virtual Reality and 3D User Interfaces (VR), 131-139. https://doi.org/10.1109/vr50410.2021.00034
  • EVE Online (PC) [Video oyunu]. (2003). CCP Games.
  • Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD: User interfaces for increased player immersion in FPS Games [Master Thesis, Chalmers University of Technology].
  • Far Cry 2 (PC) [Video oyunu]. (2008). Ubisoft.
  • Hassenzahl, M., & Tractinsky, N. (2006). User experience- A research agenda. Behaviour and Information Technology, 25(2), 91-97. https://doi.org/10.1080/01449290500330331
  • Isbister, K, (2016). How games move us: Emotion by design. MIT Press.
  • Journey (PS3) [Video oyunu]. (2012). Thatgamecompany/Sony Computer Entertainment.
  • Juul, J. (2010). A casual revolution: Reinventing video games and their players. MIT Press.
  • Lee, J., Clarke, R., & Rossi, S. (2016). A qualitative investigation of users’ discovery, access, and organization of video games as information objects. Journal of Information Science, 42(6), 833-850. https://doi.org/10.1177/0165551515618594
  • Lu, M., Lin, W., & Yueh, H. (2017). Development and evaluation of a cognitive training game for older people: A design-based approach. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.01837
  • Norman, D. (2013). The design of everyday things. Basic Books.
  • O’Brien, H. (2010). The influence of hedonic and utilitarian motivations on user engagement: The case of online shopping experiences. Interacting With Computers, 22(5), 344-352. https://doi.org/10.1016/j.intcom.2010.04.001
  • Othman, N. I., Mohamed, H., & Zin, N. A. M. (2023). Testing the usability of serious game for low vision children. International Journal of Advanced Computer Science and Applications, 14(8). https://doi.org/10.14569/ijacsa.2023.0140834
  • Parandjuk, J. C. (2010). Using information architecture to evaluate digital libraries. The Reference Librarian, 51(2), 124-134. https://doi.org/10.1080/02763870903579737
  • Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: Beyond human-computer interaction (4th ed.). John Wiley & Sons.
  • Rosenfeld, L., & Morville, P. (2000). Information architecture for the World Wide Web. The Journal of Academic Librarianship, 26(1), 69. https://doi.org/10.1016/s0099-1333(99)00135-4
  • Ramdani, R. (2024). Interaction design on basic hand movement training game in taekwondo using user-centered design. International Journal Software Engineering and Computer Science (Ijsecs), 4(1), 339-349. https://doi.org/10.35870/ijsecs.v4i1.2314
  • Sergeev, S., & Kaklauskas, A. (2018). Cybersport: Stages and content of usability testing of gaming interfaces and environments. MATEC Web of Conferences, 245, 04017. https://doi.org/10.1051/matecconf/201824504017
  • Shadow of the Colossus (PS4) [Video oyunu]. (2018). Sony Interactive Entertainment.
  • Shneiderman, B. (1997). Designing the user interface: Strategies for effective human-computer interaction (3rd ed.). Addison-Wesley Longman Publishing Co.
  • Sudarmilah, E., Susanto, A., Ferdiana, R., & Ramdhani, N. (2015). Developing a game for preschoolers: What character, emotion and reward will tend to hack preschoolers? 2015 IEEE International Conference on Data and Software Engineering (ICoDSE). https://doi.org/10.1109/icodse.2015.7436977
  • Ventura, M., Shute, V. J., Wright, T. J., & Zhao, W. (2013). An investigation of the validity of the virtual spatial navigation assessment. Frontiers in Psychology, 4. https://doi.org/10.3389/fpsyg.2013.00852
  • Wook, T., Mohamed, H., Ashaari, N., Noor, S., Muda, Z., Zairon, I., & Khaleel, F. (2020). User experience evaluation towards interface design of digital footprint awareness application. Asia-Pacific Journal of Information Technology and Multimedia, 9(1), 17-27. https://doi.org/10.17576/apjitm-2020-0901-02
  • World of Warcraft (PC) [Video oyunu]. (2004). Blizzard Entertainment.
  • Yıldırım, A. & Şimşek, H. (2016). Sosyal bilimlerde nitel araştırma yöntemleri (10. Baskı). Seçkin Yayıncılık.
  • Zhang, Z., Gao, N., Li, S., Khalid, M. N. A., & Iida, H. (2022). Action games evolution analysis: A case study using the God of War series. IEEE Access, 10, 123697-123710. https://doi.org/10.1109/access.2022.3224469

User Interface Design in Video Games: Minimalist, Multilayered and Diegetic Approach

Yıl 2026, Cilt: 5 Sayı: 1, 123 - 137, 01.02.2026
https://doi.org/10.58850/bodrum.1598407

Öz

The objective of this study is to analyze the various types of interfaces used in video games and to propose an analytical framework for interface design based on the axes of control, immersion, and aesthetics. The research focuses on minimalist, multilayered, and diegetic interface designs, examining how these interfaces can be evaluated based on game types and gameplay dynamics. The study adopted a qualitative approach, combining descriptive analysis, and document analysis techniques. The literature review addressed the effects of narrative interfaces on player experience, the functionality of minimalist designs, and information management in multi-layered interfaces. The data from the games Journey, Shadow of the Colossus, World of Warcraft, EVE Online, Far Cry 2, and Dead Space were used to evaluate the effects of different interface types on information presentation, player interaction, and immersion. The findings indicate that minimalist interfaces enhance immersion, multi-layered interfaces improve information management and control, and narrative interfaces can balance the three axes through aesthetic integration. Consequently, a three-axis analytical approach is proposed, based on the relationship between game genres and interface designs.

Kaynakça

  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of Virtual Environments, 1(1), 19-24.
  • Bordwell, D., & Thompson, K. (2017). Film art: An introduction (11th ed.). McGraw-Hill.
  • Bowen, G. A. (2009) Document analysis as a qualitative research method. Qualitative Researh Journal, 9(2), 27-40. https://doi.org/10.3316/QRJ0902027
  • Caroux, L., & Isbister, K. (2016). Influence of head-up displays’ characteristics on user experience in video games. International Journal of Human-Computer Studies, 87, 65-79. https://doi.org/10.1016/j.ijhcs.2015.11.001
  • Dead Space (PC) [Video oyunu]. (2008). Electronic Arts.
  • Dickinson, P., Cardwell, A., Parke, A., Gerling, K., & Murray, J. (2021). Diegetic tool management in a virtual reality training simulation. 2021 IEEE Virtual Reality and 3D User Interfaces (VR), 131-139. https://doi.org/10.1109/vr50410.2021.00034
  • EVE Online (PC) [Video oyunu]. (2003). CCP Games.
  • Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD: User interfaces for increased player immersion in FPS Games [Master Thesis, Chalmers University of Technology].
  • Far Cry 2 (PC) [Video oyunu]. (2008). Ubisoft.
  • Hassenzahl, M., & Tractinsky, N. (2006). User experience- A research agenda. Behaviour and Information Technology, 25(2), 91-97. https://doi.org/10.1080/01449290500330331
  • Isbister, K, (2016). How games move us: Emotion by design. MIT Press.
  • Journey (PS3) [Video oyunu]. (2012). Thatgamecompany/Sony Computer Entertainment.
  • Juul, J. (2010). A casual revolution: Reinventing video games and their players. MIT Press.
  • Lee, J., Clarke, R., & Rossi, S. (2016). A qualitative investigation of users’ discovery, access, and organization of video games as information objects. Journal of Information Science, 42(6), 833-850. https://doi.org/10.1177/0165551515618594
  • Lu, M., Lin, W., & Yueh, H. (2017). Development and evaluation of a cognitive training game for older people: A design-based approach. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.01837
  • Norman, D. (2013). The design of everyday things. Basic Books.
  • O’Brien, H. (2010). The influence of hedonic and utilitarian motivations on user engagement: The case of online shopping experiences. Interacting With Computers, 22(5), 344-352. https://doi.org/10.1016/j.intcom.2010.04.001
  • Othman, N. I., Mohamed, H., & Zin, N. A. M. (2023). Testing the usability of serious game for low vision children. International Journal of Advanced Computer Science and Applications, 14(8). https://doi.org/10.14569/ijacsa.2023.0140834
  • Parandjuk, J. C. (2010). Using information architecture to evaluate digital libraries. The Reference Librarian, 51(2), 124-134. https://doi.org/10.1080/02763870903579737
  • Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: Beyond human-computer interaction (4th ed.). John Wiley & Sons.
  • Rosenfeld, L., & Morville, P. (2000). Information architecture for the World Wide Web. The Journal of Academic Librarianship, 26(1), 69. https://doi.org/10.1016/s0099-1333(99)00135-4
  • Ramdani, R. (2024). Interaction design on basic hand movement training game in taekwondo using user-centered design. International Journal Software Engineering and Computer Science (Ijsecs), 4(1), 339-349. https://doi.org/10.35870/ijsecs.v4i1.2314
  • Sergeev, S., & Kaklauskas, A. (2018). Cybersport: Stages and content of usability testing of gaming interfaces and environments. MATEC Web of Conferences, 245, 04017. https://doi.org/10.1051/matecconf/201824504017
  • Shadow of the Colossus (PS4) [Video oyunu]. (2018). Sony Interactive Entertainment.
  • Shneiderman, B. (1997). Designing the user interface: Strategies for effective human-computer interaction (3rd ed.). Addison-Wesley Longman Publishing Co.
  • Sudarmilah, E., Susanto, A., Ferdiana, R., & Ramdhani, N. (2015). Developing a game for preschoolers: What character, emotion and reward will tend to hack preschoolers? 2015 IEEE International Conference on Data and Software Engineering (ICoDSE). https://doi.org/10.1109/icodse.2015.7436977
  • Ventura, M., Shute, V. J., Wright, T. J., & Zhao, W. (2013). An investigation of the validity of the virtual spatial navigation assessment. Frontiers in Psychology, 4. https://doi.org/10.3389/fpsyg.2013.00852
  • Wook, T., Mohamed, H., Ashaari, N., Noor, S., Muda, Z., Zairon, I., & Khaleel, F. (2020). User experience evaluation towards interface design of digital footprint awareness application. Asia-Pacific Journal of Information Technology and Multimedia, 9(1), 17-27. https://doi.org/10.17576/apjitm-2020-0901-02
  • World of Warcraft (PC) [Video oyunu]. (2004). Blizzard Entertainment.
  • Yıldırım, A. & Şimşek, H. (2016). Sosyal bilimlerde nitel araştırma yöntemleri (10. Baskı). Seçkin Yayıncılık.
  • Zhang, Z., Gao, N., Li, S., Khalid, M. N. A., & Iida, H. (2022). Action games evolution analysis: A case study using the God of War series. IEEE Access, 10, 123697-123710. https://doi.org/10.1109/access.2022.3224469
Toplam 31 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Dijital Oyun Tasarımı, Grafik Tasarımı
Bölüm Araştırma Makalesi
Yazarlar

Mustafa Uygur Çevik 0000-0002-0409-8215

Murat Çalış 0000-0002-5003-2145

Gönderilme Tarihi 8 Aralık 2024
Kabul Tarihi 8 Ekim 2025
Yayımlanma Tarihi 1 Şubat 2026
Yayımlandığı Sayı Yıl 2026 Cilt: 5 Sayı: 1

Kaynak Göster

APA Çevik, M. U., & Çalış, M. (2026). Video Oyunlarında Arayüz Tasarımı: Minimalist, Çok Katmanlı ve Öyküsel Yaklaşım. Bodrum Journal of Art and Design, 5(1), 123-137. https://doi.org/10.58850/bodrum.1598407