Zero UI AKA What We Can Do With Nothing

A look at what we gain when we remove the interface and build more engaging systems to inform the user. Using Nintendo’s Zelda: Breath of the Wild and their included “Pro Mode” UI option as an example of how they created a video game and system that not only informs the users on multiple interaction levels but also how it allows for even more immersion.

My personal goal for this presentation was; “If I am going to do a presentation on Zero UI, I should be able to convey the same message without the use of Text or Copy.”

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