An alternative take on the UI design space would be to describe it as the collision of the 3D game space, the fictional space, and the rule space. The old design space expanded with a rule dimension, sort of.

What's good about this? Traditional HUD elements today resides only in the rule space, outside the 3D game space and the fiction space. To pursue an immersive/engrossing experience UI designers should focus on pushing the UI closer to the core of the design space.
Another advantage is that the model can be exploited from different directions depending on the nature of the game. A competition based experience is a lot about rules, a mimicry-heavy game experience is a lot about the fiction, and pursuing vertigo is a lot about feeling that you are one with the 3D game space, which means that depending on a games focus, the model can be exploited from different directions. For example, if a game is heavily competitive an overlay HUD might actually be preferable while signifiers might be regarded as vague information, while in a heavily mimicry based situation spatial and non-diegetic representations might break the immersive experience. Exploitation of the earlier design space differed a lot depending of the nature of the game.
This UI design space also illustrates the role of the game UI designer as we see it, being involved with both game designers (rule space), level designers (game space), and fiction/art director (fiction space).
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