As far as interface design goes...What do you mean?
Does interface include controls and in-game physics?
I have played several Super Mario World hacks that try to emulate Super Meat Boy and the games' physics and control responsiveness made the hack hard. It wasn't that the level designs were bad.
The UI is the component of the software that allows the user (player) to exert control over the game system. In a point and click, it would be your inventory and the cursor. In a text adventure game, it would be the console and the command line. In a platformer, it would be the controls of the game, and in an engineer simulator like piewds' bridge game, it would be the tons of unpalatable menus.
Oh alright. As far as platformers, I still love the same old WASD IJKL (and its equivalent on your typical modern controller.) I tried adding Q and E as your L1 and R1 buttons and succeeded to a degree when emulating PSX/PS2 games.
I truly hate modern FPS games on controllers. Mouse and Keyboard all the way for me.
I like controls simple. There is this indie game called "Guns, Gore and Cannolli" which tried to combine FPS weapon select number controls with platforming and INDIVIDUAL BUTTONS for jumping, kicking, grenades and molotovs. Would have played well for a controller but it's too much work for keyboard. Contra or Super C is where it's at as far as run and guns. Point, shoot and jump. That's it.
Another HORRIBLE interface was Metro: Last Light. Everyone was used to having to select weapons individually then firing but they decided to add a "use" key to tap rapidly during action sequences and a separate button for throwing knives. Game is easy but controls make it hard.