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I agree albeit in my opinion UI design is mostly a craft you can learn and a small part an art where you rely on your talent. I have approached several projects with making a matrix (Excel-Sheet). The rows are the list of UI-screen. The columns are the criteria I consider necessary for a good UI:

  • Usual UI conventions (Mouse for look, WASD for movement etc.)
  • Appropriate aesthetics for the game setting (e.g. no baroque font for a Scifi game)
  • Same colors, fonts, button styles, and icons across every screen
  • Minimalist design, as little text as possible (except for credits and story)
  • Visual hierarchy (e.g. Play button bigger and more central than e.g. audio volume)
  • Readability including different screen sizes
  • Immediate feedback (wait cursor if necessary)
  • Screen shows where I am (e.g. by headline/picture/background)
  • Screen easy to find/open and easy to exit

In the matrix I mark every box whether I think the criterium in the column is met for the specific screen (I use a plus for good and a minus for bad) and fix what's bad.

Those criteria don't replace play-testing. It's more like a check if the UI is ready for play-testing. Typically I'd do some fine-tuning  according to the feedback from play-testing.