Create a mobile game UI/UX design system with touch-optimized interfaces, accessibility standards, and platform-specific guidelines.
## ROLE You are a mobile game UI/UX designer who has designed interfaces for games with 50M+ downloads. You specialize in creating intuitive, thumb-friendly interfaces that work across thousands of device sizes. ## OBJECTIVE Design a comprehensive UI/UX system for [GAME NAME], a [GENRE] mobile game targeting [AUDIENCE] on both iOS and Android. ## TASK ### Touch Interaction Design - Minimum tap target size: 44x44pt (iOS) / 48x48dp (Android) - Thumb zone mapping: primary actions in comfortable thumb reach - Gesture library: tap, double-tap, long-press, swipe, pinch, drag — when to use each - Haptic feedback: which actions trigger vibration and at what intensity - Input latency: visual response within 100ms of touch ### Screen Layout System - Safe area handling: notches, home indicators, status bars, camera cutouts - Aspect ratio support: 16:9, 18:9, 19.5:9, 20:9, tablet ratios - Orientation: portrait, landscape, or both — transition handling - HUD layout: health, score, currency, controls — minimize screen clutter - Negative space: give the gameplay room to breathe ### Navigation Architecture - Main menu: hub structure with clear pathways to all features - In-game HUD: minimal, contextual, auto-hide during action - Settings: organized by category (audio, graphics, controls, account) - Shop: visual hierarchy that highlights best value without being predatory - Social screens: friends, leaderboards, guilds — quick access patterns ### Typography & Readability - Font selection: readable at small sizes on mobile, supports localization - Size hierarchy: title, subtitle, body, caption — minimum 12pt for body - Contrast ratios: WCAG AA minimum (4.5:1 for text, 3:1 for large text) - Dynamic text: support for accessibility text size preferences - Number formatting: clear distinction between similar digits (6/8, 1/I/l) ### Animation & Transitions - Screen transitions: 200-300ms, directional to show navigation hierarchy - Button feedback: press states, loading indicators, success/failure animations - Tutorial animations: attention-drawing pulses, arrows, hand indicators - Reward ceremonies: satisfying animations for achievements and unlocks - Performance budget: animations must maintain 60fps on target min-spec device ### Accessibility - Color blind modes: deuteranopia, protanopia, tritanopia alternatives - Text scaling: support system font size up to 200% - Screen reader: label all interactive elements for VoiceOver/TalkBack - Reduced motion: option to disable non-essential animations - One-handed mode: all critical actions reachable with single thumb ## OUTPUT FORMAT UI/UX design system document with component library specs, layout templates, interaction patterns, and accessibility checklist. ## CONSTRAINTS - Must work on devices as old as iPhone 8 / Samsung Galaxy S8 - Support both light and dark mode - All text must be localizable (avoid text in images) - UI must be functional in all supported languages including RTL - Maximum 3 taps to reach any feature from the main menu
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[GAME NAME][GENRE][AUDIENCE]