Color choices are chosen to be non-straining on the eyes and visual system, by proper contrast and light tones rather than stronger colors such as solid red and blue. Colors also serve to differentiate different objects and menus, such as in the case of the top drop-down menu for shifting between rows of objects.>Layout
The margins and spacing of the objects are comfortable and do not create claustrophobic or too spacious conditions. This allocates more screen area towards important elements, such as the main editor and other functions. They are also large enough so that they can be touched with ease rather than precision and their purpose can be easily determined via picture.>Operation
The game also suffers from no observable lag or latency issues. This is largely programming-sided, and in this case is a result of the game being optimized for its hardware. As many software applications are often run on different platforms, the implementation of an algorithm to assess the hardware speed to modify animation, rendering, and operation accordingly to minimize lag is an important addition. Animations could be performed in shorter intervals, transparent margins would become solid, the render distance of a 3D game could be minimized, and other changes for the purpose of speed and functionality could be present.>Text
Text in this instance is kept to a minimum, with imagery in its place. Text is more computationally expensive to decode, as it follows the algorithm: Visual Input -- Transmission -- Identification -- Meaning Derivation(As an individual word) -- Contributed Meaning(As part of a statement) -- Relevance(Contextual) -- Action Influencing(Perform game action?). Environmental object recognition, however, is a "hardwired" aspect of our minds which are optimized for it, is performed faster, and is computationally less expensive, and in this case conveys more information as the names of enemies are not explicity stated in most of the games and might not be as easily determined, while their appearance can be.
There are other aspects I'm sure that I'm not acknowledging, but are probably unconsciously implemented most of the time. The success of a product, software, etc., is heavily reliant on this aspect, as it is the interface by which the user interacts with the program, and you either want to minimize or maximize the time the user is present, depending if your program should generate money or complete tasks quickly and powerfully.