UI/UX Design • Mobile

5 UI Mistakes Killing Your Game's Retention

Written by Sudhishkumar K • Jan 2026 • 20 Min Read

As developers, we often design our games in a sterile vacuum. We sit in ergonomic chairs, staring at massive 27-inch 4K monitors, using a high-precision mouse to click buttons.

We forget that our players exist in a chaotic reality. They are playing on a cracked 5-inch screen, holding the phone with one greasy hand while standing on a bumpy bus.

If a player struggles to hit the "Play" button, or if they can't read your tutorial text without squinting, they will not blame themselves. They will blame your game, and they will uninstall it within 30 seconds. In this guide, we are going to audit your UI against the harsh reality of mobile ergonomics.

1. Ignoring the "Thumb Zone"

In 2014, researcher Steven Hoober discovered that 75% of users interact with their phones using only one thumb while holding the device in the same hand.

This creates a physiological map of "easy" and "hard" zones on the screen.

The "OW" Factor

If you put your "Back" button in the top-left corner (standard Android design), you are forcing a right-handed user to stretch across the entire screen. Doing this repeatedly causes physical discomfort.

The Fix: Move navigation bars to the bottom (like Spotify or Instagram). Reserve the top corners for Read-Only data like Score, Health, or Currency.

2. Violating Fitts's Law (Tiny Buttons)

Fitts's Law is a principle of human-computer interaction that states: "The time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target."

In plain English: Small buttons are hard to hit.

A mouse has pixel-perfect precision. A human thumb does not. The average human thumb contact patch is about 16mm to 20mm wide.

The Mistake Creating a button that is 30x30 pixels.
Result: The user taps, misses, taps again, gets frustrated, and quits.
The Fix Ensure all interactive elements have a hit-box of at least 44x44 points (iOS) or 48x48 dp (Android).
Note: The visual graphic can be smaller, but the invisible raycast target must be large.

3. The "Mystery Meat" Navigation

"Affordance" is a design term that means: Does the object look like what it does?

In the pursuit of "clean" or "flat" design, many games remove the borders, shadows, and gradients from their buttons. They just place a word like "Start" on the screen.

The Problem: The user doesn't know it's a button. Is it a label? Is it a title?

The Button State Machine: Every interactive element in your game must have three distinct visual states:

  1. Idle: It looks pressable (raised, outlined, or glowing).
  2. Pressed: It provides instant feedback. It should shrink, change color, or play a sound the exact millisecond the finger touches it. If there is no feedback, the user thinks the app froze.
  3. Disabled: If the player can't afford an item, don't hide the button. Grey it out and add a lock icon. This tells the player "This exists, but you can't have it yet."

4. Information Overload (Cognitive Load)

Mobile screens are small. If you try to port a PC interface to mobile, you will fail.

Imagine a shooter game HUD. It has: Health bar, Ammo count, Mini-map, Kill feed, Chat window, Quest objective, Compass, Grenade count.

On a 5-inch screen, this is noise. The human brain can only process a few pieces of information at once.

The Solution: Contextual UI

Only show information when it is relevant.

5. Typography: The Readability Crisis

Developers love stylized fantasy fonts. Players hate them.

A thin, curly font might look great on your 1080p Photoshop canvas, but on a phone, outside in the sunlight, with screen glare, it becomes illegible.

Bonus: Technical Implementation in Unity

It doesn't matter how good your design is if you don't implement it correctly in the engine.

Canvas Scaler

Never leave the Unity Canvas Scaler on "Constant Pixel Size." This will make your UI look tiny on high-res phones (like the S24 Ultra) and huge on low-res phones.
Correct Setting: Scale With Screen Size.
Reference Resolution: 1080 x 1920 (for Portrait) or 1920 x 1080 (for Landscape).
Match: 0.5 (Width vs Height). This ensures a balanced scaling across iPads and tall iPhones.

Anchors are not optional

If you put a Health Bar in the top-left, do not just drag it there. You must set the Anchor to "Top Left."
If you don't, when the game runs on a wider screen (like an iPad), the health bar will float awkwardly in the middle of the screen instead of sticking to the corner.

Conclusion

Good UI is invisible. When it works, the player doesn't notice it; they just feel powerful and in control. Bad UI is an obstacle course that stands between the player and the fun.

Take an hour today to play your game on a real device, using only one hand, while walking around. If you get frustrated, your players will too.


Frequently Asked Questions (FAQ)

Q: What is a "Dark Pattern"?
A: A Dark Pattern is a UI trick designed to confuse users, like making the "Close Ad" button microscopic or making the "Buy" button green and the "Cancel" button grey to trick clicks. While profitable in the short term, these destroy long-term trust and retention. Avoid them.

Q: Should I use a dedicated UI Asset?
A: Yes. Do not reinvent the wheel. Assets like Doozy UI or Nova UI for Unity provide professional animations, navigation flows, and sound management out of the box.