{"id":"diegetic-ui","no":533,"name":"Diegetic UI","ja":"ダイエジェティックUI","era":"2009–","family":"UI表現","kind":"技法","collection":"Dictionary expansion 26","addedAt":"2026-08-19","source":{"title":"Chalmers University of Technology — Erik Fagerholt & Magnus Lorentzon, Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (2009)","url":"https://odr.chalmers.se/items/d5fe6889-4cc6-49c2-ba56-0d759e2f37eb"},"reference":{"status":"verified","pageUrl":"https://odr.chalmers.se/items/d5fe6889-4cc6-49c2-ba56-0d759e2f37eb","credit":"Chalmers University of Technology — Erik Fagerholt & Magnus Lorentzon, Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (2009)","gallery":[{"imageUrl":"https://commons.wikimedia.org/wiki/Special:FilePath/ADR1FT%20gameplay%20screenshot.png?width=640","pageUrl":"https://commons.wikimedia.org/wiki/File:ADR1FT%20gameplay%20screenshot.png","credit":"Three One Zero《ADR1FT》2014年 — Wikimedia Commons / CC BY-SA 3.0"}]},"essence":"ゲームの情報表示を、虚構の世界の中にあるかと、3D空間の中にあるかの2軸で置き直したとき、両方を満たす区画に付いた呼び名。2009年のチャルマース工科大学の修士論文が定めた。体力を主人公の装備そのものに光らせる設計を指す。","cues":["体力や弾数が画面の隅ではなく、主人公の装備そのものに表示されている","地図が一時停止の画面ではなく、主人公が手に持って歩きながら見る道具として出てくる","情報の板が空中に投影され、視点を動かすと一緒に傾く","行き先の指示が、世界の中に立っている標識の色として置かれている"],"intents":["遊び","技術","高揚"],"works":["一人称視点のゲームで、体力や弾数の表示を画面の隅から世界の中へ移したいとき","VR や車載の画面で、情報を視界に貼り付けず空間の中の物として置きたいとき"],"recipe":{"type":"文字は世界の中の物に印刷または投影されたものとして扱い、視点が動けば一緒に歪む。読めない角度が必ず出るので、形と色でも同じ意味を伝える。","layout":"画面の四隅を空ける。情報は主人公の身体、手に持つ道具、環境の3か所に配り、どこを見れば何が分かるかを固定する。","material":"発光する管や投影面など、その世界の技術で説明できる素材だけを使う。素材の設定が破綻すると様式ごと崩れるので、先に世界の側を決める。"},"avoid":"世界の中の物として作りながら、そこに手元の操作機器のボタン名を書くと虚構と規則が混ざる。論文の被験者が実際に反応して没入が切れた点。","colors":["#6EC6E0","#E8A33D","#111417"],"motif":"graphic","pair":["skeuomorphism","cyberpunk"],"study":["チャルマースの論文にある、虚構と空間の2軸で描いた設計空間の図","meta-perception や signifier といった中間の区分の定義","手に持つ地図や世界の中の標識で誘導するゲームの実例"],"en":{"essence":"A name for the corner of game interface design where an element belongs both to the fiction and to the three dimensional world. A 2009 master's thesis at Chalmers University of Technology, written with EA DICE, mapped game UI on those two axes and reserved the word for that corner. Health glowing on the hero's own suit is the type case.","cues":["Health or ammunition shown on the protagonist's own equipment instead of in a corner of the screen","A map the character holds up and reads while still walking, rather than a paused overlay","Panels of information projected into the air that tilt with the camera because they occupy the space","Directions given by the color of a signpost standing in the world itself"],"works":["Moving health and ammunition out of the corners of a first person game and into the world itself","Placing information in VR or in a vehicle as an object in space rather than a layer stuck to the view"],"recipe":{"type":"Treat every character as printed or projected onto something in the world, so it skews with the camera. Some angles will be unreadable, so carry the same meaning in shape and color too.","layout":"Leave the four corners of the screen empty. Distribute information across the body, the held device, and the environment, and keep those roles fixed.","material":"Use only materials the fiction can account for, such as a lit tube or a projected plane. The style collapses when the material stops being explainable, so settle the world first."},"avoid":"Building an object into the world and then printing controller button names on it mixes fiction with rules, and that is exactly where the thesis's own focus group reported the illusion breaking.","study":["チャルマースの論文にある、虚構と空間の2軸で描いた設計空間の図","meta-perception や signifier といった中間の区分の定義","手に持つ地図や世界の中の標識で誘導するゲームの実例"]}}