H. Idris / Game UI/UX Designer

Senior-living touchscreen games, five titles on one UI system

Game UI/UX Design for TSOlife

Five games for TSOlife's senior-living touchscreen units, Bingo, Blackjack, Slots, Word Search and Rhythm, all built on one navigation skeleton so a resident who learns one already knows the other four.

Role
Game UI/UX Designer
Year
2023
Tools
Affinity Designer, Affinity Photo
Genre
Casual, Card & board, Puzzle
Platform
Large-format touchscreen

Overview

TSOlife builds resident engagement technology for senior living communities, and part of that is a library of games running on large touchscreen units in the common room. Residents play on their own, with staff, or with family who are visiting. I designed the interface for five of them: Bingo, Blackjack, Slots, Word Search and Rhythm.

The five deliberately don't share an art direction. Bingo is purple and confetti, Blackjack is green felt and wood, Slots is a gold cabinet, Word Search is pale blue and almost clinical, Rhythm is neon on near-black. Each one had to look like the thing it is, because a resident picks a game off a shelf of tiles and the picture is how they pick.

What all five do share is the skeleton underneath. Home sits in the top-left corner, Settings in the top-right, both as an icon with the word written underneath it. The actions that move the game forward sit in a single row along the bottom edge. Nothing important lives anywhere else. Learn where things are once and you've learned all five.

Every control is a labelled rectangle with an icon and the word for what it does, stacked. No gestures, no long presses, no swipe-to-reveal, and no icon left to carry a meaning on its own. If a button does something, it says so.

Scope

This was client work. The interface design across all five games is mine: layout, controls, type, colour, iconography, states and the shared navigation system. The platform itself, the game logic and the photographic textures sitting behind the Rhythm genre tiles came from TSOlife.

Designing for the room, not the phone

The unit is a large screen on a stand in a shared room. It gets played standing up, sometimes by someone with a tremor, cataracts or arthritis, often with a staff member or a grandchild reaching across to help. That rules out most of the habits you carry over from mobile work: small targets, thin type, low-contrast greys, anything that depends on remembering what a previous screen said.

So the targets are big enough to hit with a knuckle, the type is set large by default rather than offered as an accessibility toggle, and the state of the game is written out in words somewhere on screen at all times. Total Cash, Balance, Bet, Current Ball, the last five balls called. Nothing has to be held in the player's head between one tap and the next.

Colour never carries meaning on its own either. In Bingo the B, I, N, G and O letters are colour-coded to the five number columns, but the letter is always sitting right next to the colour, and a called number gets a ring around it as well as a fill. A resident with any form of colour blindness reads exactly the same board as everyone else.

Text Size and High Contrast then live inside the game's own settings screen, next to Sound and Auto Call, on one page with a Save & Close button. Not buried in a system menu nobody in the building is going to go looking for.

Screens

01

Bingo

The board carries the full 1 to 75 range with the B I N G O colour rail down the left edge, and every number stays on screen rather than paging, because scrolling on a shared unit means whoever is standing closest decides what everyone else can see. The current ball sits top-left at the largest size on the screen with the last five calls beside it as running history, so nobody has to remember what was called. Called numbers are ringed as well as filled, which keeps the colour from carrying the information on its own. Three actions along the bottom, all spelled out: Play Bingo!, Bingo!, Call Ball.

02

Blackjack, the table

Green felt with a wooden rail, and the three numbers that matter written along that rail in plain words: Total Ante, Total Cash, Bet Ante. The betting controls are three identical purple plates with the symbol on top and the wording underneath, minus for Subtract Bet, play arrow for Start Round, plus for Raise Bet. Same plate, same size, same distance apart, so nobody has to aim.

03

Slots

Five reels of flowers rather than the usual bars and sevens, on deep navy cards inside a gold cabinet, with a Theme button that swaps the symbol set. Balance and Bet read out as inset plates that look like they are part of the machine. Spin is a big red physical button on the left where a real lever would sit, and the four denominations sit next to it as fixed amounts, 5, 10, 20 and 40, because a slider is a fiddly way to choose money.

04

Word Search, difficulty

The lightest screen in the set and the one with the least on it. Three capsules, each telling you the board size and the word count in the row itself, so the difficulty names are not doing the work alone. Stars on the left cap give the same information a second way. Selection is a dashed outline plus a filled cap rather than a colour change, which survives High Contrast mode and a cheap panel viewed from an angle.

05

Rhythm, genre and difficulty

The one screen with two decisions on it, so I split it into two panels and gave each a heading. Genre on the left as a scrolling list where every row carries a line-art instrument, the name and a short description, Blues, Country, Jazz, Latin and on down. Difficulty on the right as three fixed options, star-coded the same way Word Search does it. Play is a wide green chevron pinned under the difficulty panel, and it is the only green thing on the screen.

Final thoughts

The deliverable people notice is five games. The deliverable that actually mattered was the skeleton: Home top-left, Settings top-right, actions along the bottom, every button labelled, every value written out. That is what let five completely different-looking games sit on the same unit without a resident having to relearn anything when they switch between them.

The thing I would carry into the next one is designing the accessibility settings as part of the game rather than as a layer over it. Once Text Size and High Contrast were sitting on the same screen as Sound and Auto Call, they stopped being an accessibility feature and just became settings, which is the point.

Contact

Have a game that needs an interface?

Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

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