← All projectsDESIGN IN DETAIL / P130

Press, Count, Score.

A repeated action becomes a readable round.

Explore the story
Reaction-game standby interface with a large ball icon and the instruction to press a ball to start.
Native standby artboard; isolated header-logo paths removed in a derivative. The physical ball input was not tested.
01 / THE IDEA

A closer
look.

Turn one simple input into a complete timed-game interface sequence.

02 / DESIGN APPROACH

From intention
to experience.

A ball cue introduces play before countdown, timer and score screens. Empty name entry and a final score complete the sequence described in the kiosk source.

01

Enter through one cue

A large ball graphic introduces the repeated action before the countdown begins.

02

Track the round

Timer and score readouts remain prominent during the active game state.

03

Record the result

An empty name field and leaderboard layout carry the round into its closing screens.

03 / THE VISUAL STORY

The work,
in full.

Explore the complete compositions and interface states. Select any image for a closer look.

08 / PROJECT IMAGES

Select a view to explore.

VIEW 01 / 08

Press a ball to start

The standby screen connects a physical ball input with the on-screen round.

Reaction-game standby interface with a large ball icon and the instruction to press a ball to start.
Native standby artboard; isolated header-logo paths removed in a derivative. The physical ball input was not tested.
VIEW 02 / 08

Countdown · 3

The first countdown beat gives the player time to prepare.

Dark-green reaction-game screen showing 3.
Saved reaction-game countdown artwork showing 3.
VIEW 03 / 08

Countdown · 2

The centered count continues against the same green visual system.

Dark-green reaction-game screen showing 2.
Saved reaction-game countdown artwork showing 2.
VIEW 04 / 08

Countdown · 1

The final countdown readies the timed round.

Dark-green reaction-game screen showing 1.
Saved reaction-game countdown artwork showing 1.
VIEW 05 / 08

Go

The launch cue opens the reaction challenge.

Dark-green reaction-game screen showing GO.
The GO cue opens the timed reaction round.
VIEW 06 / 08

Time and score

Large time and score fields prioritize the two values that matter during play. The displayed values are source examples.

Reaction-game timer and score artwork in green, showing eighteen seconds and a score of twenty-six.
Unchanged native game-state artboard. The time and score are illustrative artwork, not measured results.
VIEW 07 / 08

Name entry

The result screen pairs an empty name field with the sample final score.

Blank name-entry field above an illustrative final score in the reaction-game interface.
Native result-entry artwork with isolated header-logo paths removed. The name field is empty and the displayed score is a sample.
VIEW 08 / 08

Leaderboard

A ranked table closes the loop. Names and scores are static values supplied in the native design.

Dark-green reaction-game screen showing Top players.
Leaderboard design with the names and scores supplied in the native artwork. These are sample design values, not recorded participant results.
04 / THE DETAILS

What brings
it together.

Structure, interaction and visual decisions that give the work its character.

Design decisions

  • Large ball-entry cue
  • Timed score display
  • Name and leaderboard stages

Project components

  • Vector artwork and screen layouts
  • Documented production workflow
  • Screen-state artwork
Production notes & credits

RoleConfirm interaction design, interface artwork, game logic, Windows packaging and physical-control integration separately.

AssetsThe branded source and ball artwork require ownership and contribution confirmation. Logo removal creates a neutral private derivative; it does not establish sole authorship or public-use permission. Sample scores are UI content, not impact metrics.

StatusPrivate case-study draft supported by interface artboards and selected implementation review; hardware, runtime and delivery unverified.

Image notes

  • Native standby artboard; isolated header-logo paths removed in a derivative. The physical ball input was not tested.
  • Saved reaction-game countdown artwork showing 3.
  • Saved reaction-game countdown artwork showing 2.
  • Saved reaction-game countdown artwork showing 1.
  • The GO cue opens the timed reaction round.
  • Unchanged native game-state artboard. The time and score are illustrative artwork, not measured results.
  • Native result-entry artwork with isolated header-logo paths removed. The name field is empty and the displayed score is a sample.
  • Leaderboard design with the names and scores supplied in the native artwork. These are sample design values, not recorded participant results.
  • Native interface artwork. Isolated header identity removed in a copy; all other text, imagery and geometry retained. Supplied artwork and personal contribution require attribution. Static artboard, not a live participant session.
HAVE SOMETHING IN MIND?Let’s make it
an experience.