This entry will be covered in three parts: Visual perception, Memory, Attention and Metacognition.
(Click the images to enlarge!)
1. Visual perception:
Menu Buttons
Level Buttons and Achievements
As shown in the images, buttons and achievements have different designs and they are further classified in different types with different colour schemes. For buttons, the menu buttons have a white colour scheme while the level buttons have a blue one. And for the achievements, the ones which you have unlocked will be coloured while the the ones which have not been unlocked will remain black-and-white. Using different colours for things in the same group will let the player classify them into futther groups on his own (unconsciously).
2. Memory + Metacognition:
When the baby requests something, 2 pop-ups with the same item will show up on top of the baby and the player character: the blue pop-up top of the baby and the red one on top of the player character. The pop-ups is shown in this way that the player will believe that they are related to one another and the item shown in the pop-ups will try to relate the player to a certain task. Like for example, this image show that the baby is crying for milk. The milk bottle in the pop-ups will try to remind the player that the player needs to put the baby to the feeding chair and bring milk from the kitchen and feed it to it. This scenario also applies to real-life so the player would naturally know how to react to the baby's requests.
3. Attention:
When the player lets the baby wait for too long while doing a certain task, the baby would start crying and the game would start playing a crying sound of the baby. This feedback would notify the player and try to urge to the player to do something about the situation and fasten up.
So this concludes my final entry on the GUI reviewon Baby Rush. :)










