Best way to approach controls + UI for non-gamers? ("serious games")

Our company primarily does work in what some call the “serious games” industry, using Unity to make things like simulations as well as more “tool-like” applications.

Seeing as our target users aren’t usually the gamer type, controls and user interface have always been hard to get right. They need to be easy to understand and intuitive; basically dummy-proof.

Does anyone have any suggestions or good examples of controls and UI that would be suitable for non-gamers?

Much appreciated.

what will the ui and controls be used for? Simulation, virtual teaching, exploration, etc.

I think a virtual hearing solution would be cool for the def. Like add an in game keyboard and voice recognition system so they can type, see what words sound like by seeing on screen lip movements of whatever they type etc.

Play through the intro to Metroid Prime on the gamecube if you can. It gently prods you as to what the controls are.

Side note, I have seen many double or triple posts in many threads now, use the edit option on a post to add or change something after you have posted it.

EDIT: I generally edit if I am the last to post and an hour has not passed. It just keeps posts cleaner is all. Less to sort through visually.

Also, for UI, you should always try to make UI and controls easy to use. Never tailor to those who “already know”. That will limit your audience from the get go.

Search google for Heads Up Display design, and figure out what data the player/user needs to know. List it out. Then give it to your artist and have them integrate your theme into it. Hide data when it is not needed and show it when you do. Beyond Good and Evil does a good job of hiding the HUD when its not needed by the player.

As for menus, just try to plot them out as logically as possible. Group things by how closely they relate. List out all the destinations the player needs to get to and then say to yourself, if I turned on this game, what menu would I go to to get to this option?

Check this out for interface design tips: http://thinkvitamin.com/design/10-user-interface-design-fundamentals/
It summarizes the info I have gleaned from many other resources. Found by Googling “interface design”

Also for HUD’s check out:

This shows some good designs that went well for there design goals. Found by Googling “HUD design”.