Presence in Practice: Affinity & Contrast in Game UX
summary
Argues that using the psychology concept presence to sort UI into diegetic / meta / spatial / abstract gives a concrete process to align UX and game design: hold a feature‑mapping workshop, assign each feature a UI type, build artifacts (examples: Ghost of Tsushima’s guiding‑wind, a robot demo with backbone capacitors as health, antenna threat lights, meta low‑health glitch, spatial loot tags, abstract skill tree), and validate with telemetry or timed playtests to measure on‑screen time and iterate.
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chapters (9)
- 0:00Intro
- 0:45Meet Ahmed
- 1:58What is Presence
- 7:50Beyond the HUD
- 12:05Feeling of Presence
- 13:55Workshop
- 17:45Ghost of Tsushima
- 18:35Guiding Wind
- 20:05Example
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