Photoplay Terminal

Case Study · 2000–2003

Pioneering
Touch
Ergonomics

Defining touch-first interaction patterns and hand-occlusion-aware layouts for Funworld AG / Photoplay long before the smartphone era.

The Challenge

Designing purely touch-based interfaces on low-resolution CRT hardware required a completely different mindset than mouse-driven UI. The challenge was physical as much as visual: viewing angles, finger precision, arm fatigue, limited screen resolution, and the fact that the user's own hand could block critical information.

My role was to design arcade game interfaces that remained readable, responsive, and reliable under these hardware constraints.

HMI Ergonomics Pixel Art Technical Art

Hardware Constraints

CRT touchscreens
640×480 resolution
limited VRAM, alpha channels

Hardware Design

Studio F. A. Porsche / Porsche Design

Key Innovation

Occlusion-free layouts

Mayan Funtowers Interface
UI elements placed at the edges
touch_app

The "Hand-Occlusion"
Paradox

When a user interacts with a touchscreen, their own hand can block the view. In arcade games, where instant feedback and quick decisions were essential, this became a critical UX problem.

My solution was a rigorous layout logic that pushed important information — score, timer, next move, feedback, and controls — toward peripheral zones, keeping the central interaction area clear and readable.

  • // Hit-target size optimization for fingers.
  • // Instant visual feedback on touch-down.

Visual Diversity

Adapting to Genres

From puzzle games to card classics, every interface had to follow its own visual style while maintaining the same ergonomic principles. The challenge was to adapt the look and atmosphere of each game without compromising touch usability, readability, or fast visual feedback.

Each title required a different visual language, but the interaction rules had to remain clear: large targets, visible states, readable scoring, and interface elements positioned around real human hand movement.

Magic Rings
Magic Rings
Space Towers
Space Towers
Elevens
Elevens
Halloween
Halloween
Spidey
Spidey
Fun 21
Fun 21 (Card Game)

Technical Artist Foundation

Back then, "Technical Artist" was not yet a common job title, but the work already required that mindset. Designing for Photoplay meant understanding not only visuals, but also file formats, memory limits, transparency handling, CRT behavior, and the rendering pipeline of the platform.

Handling TIFF alpha channels, optimizing palettes, preparing pixel-perfect graphics, and calibrating visuals for low-resolution CRT displays became part of the design process.

This experience formed the foundation of my career: understanding that strong interface design cannot exist without understanding the technical system it runs on.

Tools of the Trade (2000)

  • brush Adobe Photoshop 5.5 — managing alpha channels
  • view_comfy Pixel-perfect icon design — before scalable vector workflows
  • hardware CRT color calibration
  • palette Bitmap and palette optimization

Touch Before Smartphones

Funworld taught me that interaction design is always physical. Long before mobile UX became mainstream, I was already designing interfaces around fingers, hands, screen limits, feedback timing, and real-world ergonomic constraints.