Figs is a digital design workshop specialized in the design of user experience and the bespoke user interfaces conception. The workshop conceives interactive digital objects for web services, travelers information, video games, applications or museography, upon varied mediums such as tablets, laptops, specialized mobile terminals, game consoles... read more
Architects of digital technology, Figs embodies the values which support Art professions: culture, craftsmanshift, ability to listen, bespoke realization. From this perspective, the workshop aims to preserve state-of-the-art realization by constantly looking for innovation whether it is in the practices or in the techniques of implementation.
The innovation takes place when a novelty, an invention or a significant improvement, enters the practices, that is why we attempt to design pleasant objects, in both meanings of the word: objects which address respectfully their users, and objects we can enjoy using.
Convinced that a design approach always generates some value when it is introduced beforehand, our designers identify and take into account the stakes and the objectives of our customers, as well as the practices linked to these problematics. The workshop includes his customers in all the steps of the design process according to their level of implication, from collaboration to the co-conception. reduce
Global design of the travelers information for the Amiens Metropole's High Level of Service Bus Network.
By supervising the Studio Mobile, a temporary design studio hiring students from the ESAD Amiens design school, Figs designed an interactive screen which stands in bus stops, and provides innovative services to travelers.
JCDecaux world leader in public transportation urban furnitures, engaged to realize the software, thus recognizing the value of the service.
Figs is involved and associated with F-451 on the creation of the mobile application Gleeph, for those who enjoy reading. Scan your library and discover new books, discuss with people who shares the same tastes than you, share your favorite readings. See in one click the closest library that sells the book you are interested in.
How real things that happen in the world could be the subject of a mobile video game ?
Bury Me My Love tries to give an answer by putting the player in the role of a Syrian husband who chats with his wife as she makes the trip from Syria to Europe. The player corresponds in real time with the character through a WhatsApp like app, making her seemingly real. At the end of the adventure, immigration and refugees are no more anonymous statistics, but personal, touching histories.
Les smartphones sont aujourd’hui de plus en plus présents dans notre quotidien (73% des français en étaient équipés en 2017) et leurs puces GPS embarquées permettent à leurs utilisateurs de bénéficier d’une vaste offre d’applications permettant de géolocaliser leurs contenus mais également de contribuer à la création de données géo-référencées.
Si bien qu’aujourd’hui nous nous habituons à ce que les cartographies fassent plus que représenter le territoire : nous leur demandons également d’être des portes ouvertes vers de nouveaux services. Ces attentes impliquent une mutation progressive des métiers de la cartographie : on passe du ‘dessinateur’ cartographe qui manipule des outils graphiques, à l’ingénieur cartographe qui écrit des lignes de codes.
On peut alors se poser la question de ce qui se perd dans cette transition, mais également de ce que l’on y gagne... Car à bien y regarder, nos nouveaux plans numériques ne sont pas très différents des cartes routières imprimées. À quoi ressembleront les cartes de demain ? Comment le numérique peut-il permettre de mieux comprendre le territoire ? Quels services peut-on construire sur les cartographies ?
En explorant ces questions, nous observerons la valeur ajoutée de l’intervention du graphiste, et nous verrons de quelle façon les données ouvertes et le crowdsourcing peuvent aider à industrialiser des cartes pensées par et pour les humains.
Le mardi 27 mars 2018, 11:30,
à l'École Supérieure d'Art & de Design d'Amiens
40 rue des Teinturiers,
For the 5th consecutive year, Figs is working with Amplitude with the creation of all the interfaces of their new 4X game: Endless Space 2. Within the creative work of all conversational elements between the player and the game itself, Figs introduces the concept of “scanview” to manage the complexity of data related to a richer gameplay than its predecessor, Endless Legend.
Press: Endless Space 2
Amplitude Studios • Endless Space 2
« […] the elegant UI that’s equal parts a work of art and a legible interface, consuming all of this data is easier than expected. […]
From the interface to economics, it sports some of the best systems I’ve seen in a 4X game, and like Endless Legend, it’s simultaneously confident and experimental, finding new ways to spice up a genre that can too often be bland. »
« […] the clean interface used in the first Endless Space was carried over, and navigating the various tabs dedicated to politics, research, economy, military, trade, quests and so on is completely painless. […] I never thought there was too little information on display, and the tooltips that came up whenever a noteworthy event occurred helped me feel like I was staying on top of things. »
« Where Endless Space 2, for me, gets it absolutely right like it did with the first, is in its UI design. It is a UI that is absolutely phenomenal from start to finish. It certainly has a learning curve like most 4X space strategics do but once you go over that initial curve and you learn what everything does and is, it is a UI that just works seamlessly. It looks great from start to finish. It certainly feels like an augmented reality experience. It’s almost sometimes like you’re litteraly sitting in a sci-fi yourself and it’s just a UI that just oozes class and polish from start to finish. […]
The UI is wonderful and the varied faction mechanics allow for a good amount of replay ability. »
« Concernant l’interface, avec Endless Space 2 nous sommes face à un 4X disposant d’une interface assez épurée. Si nombre d’informations sont présentes sur chaque écran, le jeu nous épargne l’ensemble des chiffres et autres diagrammes pour rendre l’interface lisible, sans qu’il soit surchargé. Bien sûr, il est possible d’y avoir accès en utilisant l’outil scan qui, en fonction de l’endroit zoomé, donnera au joueur toutes les informations qu’il aura besoin pour gérer au mieux son empire. »
« UI and ‘management’ may sound like topics more suited to WebsiteBackendN, but in 4X games they’re crucial, and Endless Space 2 deals with this stuff elegantly where others in the genre can feel rather messy. […] UI is so often the triangular wheel hampering a great 4X experience, but Endless Space 2 nails it. […] Combat and movement across the galaxy are streamlined, even simplified, and it may well be the best feeling 4X game I’ve ever played thanks to its clear-as-starlight UI. »
« A vital part of 4X games, or strategy games in general, are the menus and navigation. […] Endless Space 2 continues the tradition of big and catchy menus, filled with pictures and symbols rather than text. Every menu is simplistic art, narrowed down to the very essence of each aspect, packed into pictures and little texts, making it a joy to only look at them. Where other menus bombard you with confusing or clustered menus, Endless Space 2 successfully manages to create understandable indicators and menu trees, while conveying its core messages more over pictures and colours than texts or numbers. »
« L’interface est le dernier bon point du titre, avec une clareté et une facilité d’utilisation exemplaire. »
« It looks futuristic and spacey and sleek. It’s Dieter Rams minimalism applied to a 4X interface. »
« The interface is generally well designed and intuitive. »
« Endless Space 2 continues Amplitude’s great work with Endless Legend (and indeed the first Endless Space), in which these genre norms are thrown out the window in favour of slick, clean and stylish menus.
Everything in ES2 works as it looks like it should. Every command or button is sat next to other, similar things. There are helpful tips explaining how almost everything works if you just hover the mouse over a button. You never get lost looking for a command, or overwhelmed with information. Everything you want to do in this game is rarely more than 2-3 clicks away, and nothing it wants to tell you is hidden. »
« […] the menus are sleek and beautiful. The UI is clean, informative, compact, and delivers a great deal of useful information without becoming obtrusive. »
« Les jeux 4X spatiaux ont tendance à souffrir d’une interface qui ressemble à un vieux Powerpoint académique et poussiéreux, mais Endless Space 2 nous rappelle à chaque tour que l’exploration est une aventure pleine d’émerveillement et d'opportunités. C’est une vraie inspiration. Même son style minimaliste et pourtant complet nous donne foi en l’avenir, en nous fournissant toutes les informations sans sacrifier la beauté.
Quand tout se met en place, il est facile d’apprécier l’intelligence derrière l’interface et la manière dont elle regroupe les éléments d’Endless Space 2 là où on en a besoin. »
« The UI is designed in a very slick manner and offers all the information that’s required without having you jump through a large number of hoops. The inclusion of what the studio calls Augmented Reality applies a screen-wide filter which singles out different types of information, depending on your level of zoom. I’ve yet to be as impressed with an UI’s mixture of aesthetics and utility as I was with Endless Space 2’s. »
« Despite any of these shortcomings, Endless Space 2 is packed full of character. This is carried on through the fantastic UI design, visual design and audio. […]
This great design makes it easy to forget that you’re effectively playing with menus. These menus made all the more interesting by a detailed zoom in on each planet the first time you look at a system. Menus made interesting by the ability to move out to other modes, showing just how interconnected the universe is through a trade, diplomacy or territory filter. »
« The game probably has the best UI I’ve ever seen in a video game, it’s clear, laid out in front of you and satisfying to navigate. »
« The UI looks amazing and more importantly, it’s functional, allowing you to zoom between planets and different viewpoints in a few clicks or scrolls of the mousewheel. »
« As you would expect from a game like this, Endless Space 2, at first, can leave you bewildered from the array of detail you're expected to learn. But Amplitude seems to know this, and before long you'll be dancing confidently throughout its game. In particular, the folks behind the user interface need to be commended. […]
The Endless Space 2 tech tree is presented as a dauntingly large circle of options. But again the User Interface Guru at Amplitude has woven logic throughout it. »
« The most distinctive feature of all the Endless games has been the incredibly elegant and stylish interface. […]
The presentation of the interface is incredibly slick as is its functionality, going through each interactive function with smoothness and style. […]
Best UI ever. »
Datalegreya is a font which can interweave data curves with text. It is designed by Figs, on the basis of open source font Alegreya Sans SC Thin by type designer Jean Pablo Del Peral. Datalegreya can be used in all contexts where small space is available to synthetically display graphical data: connected objects, embedded displays, annual reports, weather report, stock prices etc.
It doesn’t need any specialized software: users just have to install the font in the operating system and launch any software able to display OpenType fonts, such as Microsoft Word, Apple TextEdit, Adobe Suite etc. Standards compliance makes it equally available on the web or software embedded. Each character of Datelegreya has several variants, each allowing to display a range of values inside the letter. To use it, one just have to insert after each letter a special character followed by a number. The font automatically replaces this simple code by the signs that will display the curve corresponding to the selected values.
« Et nous avons découvert de drôles de chercheurs en solutions élégantes, trouvant parfaitement normal de passer de la présentation d’un arbre des technologies dans un jeu vidéo 4X à la conception d’un système d’information et de signalisation pour les transports en commun du Grand Paris. »
Being able to get there is great. Knowing why we go there is even better ! Le Grand Paris Express is going to reduce significantly the length of the rides in the suburbs, allowing the travelers to reach areas which cultural wealth they hardly know about. Data Info Express is a program brought by La Société du Grand Paris and Figs in order to provide information about the Grand Paris territories, their history, their identity, their attractiveness, their institutions and their inhabitants.
Integral Ruedi Baur Paris
Figs collaborated with Integral Ruedi Baur Paris in order to create Big Data graphic visualizations, for urbanists and politicians in Switzerland.
Electrosound is an exhibition explaining technological innovation through the history of electronic musical instruments. Figs was asked to create interactive vizualisations representing graphically the interactions of the visitors with 3 instruments of the exhibition.
Sloclap asked Figs to look into a way of reducing the complexity of their interfaces dedicated to the configuration and representation of the combos sequences. This Fighting oriented RPG is planned for the first semester of 2017.
Endless Space 2 Teaser
Conception and realization of the assets for the teaser of Endless Space II, and motion design of those interfaces (procedural animations).
Conception of the services guidelines and graphic style guide for the travelers’ information system of the Grand Paris Express, the upcoming subway line which will improve the rides inside the Grand Paris area in 2020 – 2030.
For this collaboration with Integral Ruedi Baur, Figs settled a design methodology featuring analyzes of the existing solutions, prospective and social studies and technological benchmarks. The aim of this early project was to identify the digital challenges in the public transportation field and to anticipate the most accurately the evolution of the usercases.
The result of this work is a graphic guideline specifically crafted for digital material, which consider their dynamic aspect, and which is flexible enough to accompany the evolution of the materials and usercases.
La Cie des mobilités
For their application about route calculation taking in consideration the practice of cycling (height levels, security, dedicated paths,…), La Compagnie des Mobilités asked Figs to work on their user interfaces.
Press: Endless Legend
Amplitude Studios • Endless Legend
“I’m shocked by how good this game looks. It’d be classy if it had come from a big studio like Firaxis or Creative Assembly; for its slick menus and gorgeous 2D art. Endless Legend excels in both these areas. The UI is crisp attractive and clear, split into a handful of sections that cover pretty much everything you need regularly, and a notification system keeps you up to date with everything that’s popping up and needs attention. It’s smart, too, with lots of little flourishes that are welcome in a game you could be spending hours in.”
“[…] une interface une nouvelle fois irréprochable, que ce soit en termes de lecture, d’accès aux informations, aux éléments à gérer, ou en termes d’ergonomie […] Pas vraiment une surprise vu la qualité de l’interface dans Endless Space, mais une confirmation.”
“[…] the one major area that I think Endless Legend has Civ beat is the slick nature of the UI.”
“I played a bit of Endless Legend, and as always, I liked the way Amplitude Studios decided to design the interface […] It looks useful and it looks business-oriented, making you more immersed into the role of manager than any gratuitous eye candy would.
I liked the fact that you can tell right from the get-go that it’s influenced by console and mobile UI design, focused on offering a lot of information and making everything accessible. But the part I liked most about it is that pretty much everything opens with a left click and closes with a right click. This I think is the friendliest user experience you can have. There still are games coming out with clunky interfaces from the days resolutions used to be hardcoded into the client, where you have to actually track and push a minuscule button instead of just right-clicking it away, where you have to fiddle with unnecessary items just because traditional dialog box guidelines include them. It’s much more natural to click a certain area of information and then to edit it than to have the information shown in a portion of the interface and have to click a different button in order to bring up the controls for that particular area. Another nice perk of the interface of both Endless Legend and Endless Space is that it’s very clean and flat, with no superfluous decoration aside from transparency and color, for the most part, conferring the game a modern outlook and determining you to make swishing noises while you navigate the menus.”
Dungeon of the Endless
Dungeon of the Endless is the second game of Amplitude Studios, and introduced brilliantly the upcoming Endless Legend. DotE is a rogue like on which we collaborated for the UI while respecting the DNA established in Endless Space.
For the third game of Amplitude Studios, Figs was once again entrusted to design all the interfaces of the game. The challenges about information display are crucial in order to allow the player making strategic decision with the knowledge of all the parameters surrounding him.
Salon MADE WITH
Futur en Seine • Figs
Pour la 5e édition de Futur en Seine, le festival de l’innovation numérique, Figs a présenté son identité graphique générative et connectée. Ce fut l’occasion d’échanger et de communiquer notre intérêt pour l’innovation, la sensibilité graphique et l’interaction.
Graphic and functional redesign of the online service for UCANSS (Union des Caisses Nationales de Sécurité Sociale). Clients and providers can access to this service allowing them to ask and get the official forms and documents (CERFA).
In the very early stage of the game’s conception of Act of Aggression, we helped Eugen Systems team to define a global art direction by realizing inspirational propositions for the game menus.
Collaboration with Sparkk and Orange on the realization of wireframes and graphic declinations for the next mobile webapp Meteofrance.
For the event celebrating the 500 projects founded by Cap Digital, Figs has been invited to introduce our vision of UX and UI design during the conference “ Perspectives pour de nouveaux projets ” (“ Perspectives for new projects ”) gathering around 600 people.
Mana is the internal network at Ubisoft. It’s built for a complexe company (26 studios, 19 countries,…) and is designed to enhance the communication between the members of Ubisoft, to help sharing their knowledge, and identify their expertise. Figs worked at an early stage of the project, helping to define the specific usercases of Ubisoft employees, and later, on a graphic harmonization of the second version.
Press: Endless Space
Amplitude Studios • Endless Space
“Si nous ne devions retenir qu’une seule qualité d’Endless Space, ce serait assurément la perfection de son interface. En premier lieu, elle frappe par son élégance et sa sobriété. Le joueur n’est pas noyé sous les informations et il dispose pourtant de pratiquement tout ce qui lui est nécessaire pour résoudre les problèmes qui se posent à lui. Clarté semble avoir été le maître mot chez Amplitude alors que certains effets graphiques, très subtils, donnent à l’ensemble une classe incroyable. Le jeu se déroule au tour par tour et à chaque début de tour, on est informé de manière limpide des décisions les plus importantes à prendre (combat, production, héros…).”
“[…] All of this visual splendor means nothing if the game is unplayable, so thankfully the interface of Endless Space is likely the best I’ve seen in a strategy game. All of the important information is accessible from the main screen, and small icons display the most pertinent values (cash flow, happiness, leaders, diplomatic relations) at all times.
[…] Still, the interface in Endless Space makes accessing information very easy.
[…] Endless Space is very successful at bringing streamlined gameplay and user friendliness to turn-based strategy. It starts with the almost perfect (just missing a couple of small notifications) interface, which provides an accessible game, always important in the strategy genre; the sorted empire display and technology search feature are just two of the highlights.”
“Now, this is what a call an alpha! And a user interface.
[…] Secondly an important word on the user interface. The UI always plays a huge role in games. […] I think Endless Space’s UI is superb! Let me tell you why.
First of all, there are plenty of tool tips available, so I didn’t have any doubts about what things were for or what they gave respect to. Surprisingly enough it’s rather easy to navigate through the many game screens, taking into account that the game offers quite a deep economic management scope. Screen transition is flawless and the overall look of the UI is very pretty and user-friendly. The UI is also very intuitive. Right-clicking on your mouse takes you out of the current screen while left clicking does all the selection job as it should. Jumping from one screen to another can even feel very organic at places. At one time I thought: “what if I clicked the hero portrait from this report window, wouldn’t it be nice to get to the hero screen immediately? Nah.. Don’t think so. OMG! It worked!”. Yep, I had a few of these moments while playing. Good job!”
Les 100 du numérique en France
Figs • Concepteur multiface
« Gabarit de slide pour Schneider Electric, interface d’un jeu de dessin d’Ubisoft, vitrine interactive pour un parfum… Les expériences des fondateurs de Figs – Laurent Herbet, Yves Sepulchre et Olivier Cornet, enseignant à l’École Supérieure d’Arts et de Design d’Amiens – sont variées.
Leur objectif : ‹ doter les objets numériques de figures aimables incitant les utilisateurs à entamer la conversation ›. »
Graphic identity and generative logotype. Each time La Fabrique starts a new project, a new logotype is created with a dedicated dashboard. The specificities of this new project influence the logo attributes.
CC Genie is a smart webapp making collaboration easy. It aggregates and organizes all the mails exchanged on a project in a dedicated space in the cloud. The users simply add their project name in copy of their emails, and the organization takes place by itself.
Child of Eden
Conception & realization of interactive prototypes for Tetsuya Mizuguchi’s game. The main idea consists of a new organic representation of a classical HUD, along with a real time 3D visualization of those elements.