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How Video Games Inspire Great UX
How Video Games Inspire Great UX
Games felt like they were about sparkles and tension. Great app UX is about minimalism and simplicity. Fortunately, I found Raph Koster, the author of A Theory of Fun. Raph is known as a “Game Grammarian” and deeply deconstructs how games are made.
Another more modern example is this landing page for PayPal. Notice how the page clearly invites you to choose. Are you a “Personal” user or a “Business” user? As you mouse over each section, the story unfolds, expanding your choices, offering you things you can easily understand and identify with. Each branch has a clear call to action. This is a beautiful story telling sequence that pulls you in and gets you to become an active part of the on-boarding process.
There are clearly 3 distinct versions of jumping going on here: Initial jump. Simple button pressLong jump. Long button pressLanding jump. Timed jump What’s so interesting here is that there is only one ‘thing’ you’re learning: jumping. But by stressing subtle aspects of how to jump, the game builds up variations of it. A basic jump gets you over things, a long jump can “open” and landing a jump can “attack”. A boring app designer like me would assume you’d need 3 different verbs/buttons for this but Super Mario does this with a single “Jump” action.
APPSEach feature is in isolation, how it is done usually has little relation to other features (other that using a style guide).GAMESBuild a game through a single, mechanic that grows in expressive power by adding modifiers like time, special keys, or timing.
APPSJust throw in a bunch of features into a pot.GAMESUnderstand everything is a journey. Work hard to make everything a closely connected arc of events that help the user create a narrative that matches the overall story.
APPSAssume users are at a constant skill level.GAMESUse hints constantly and patiently to move users to the next level.
APPSTend to offer users a large toolbox and let them figure out how to get started.GAMESHave a clear understanding of the journey and say “Start here first”.
The Mac took a very hardware driven concept, turning on your computer, and turned it into theater. Yes it had the boot sound, but it then showed a promise, a compromise of the final desktop and as it booted, ‘inflated’ that promise with the final working model. Why people loved the Mac is often misunderstood. I’d claim that it’s this dedication to taking people on a carefully crafted story, one which allowed users to craft a compatible narrative, that is at the heart of this devotion.
To win the level you must first cross the street. To cross the street requires that you move the frog. To move the frog requires that you understand joystick timing. Each of these sub levels have their own feedback considerations: Street: the cars movementFrog: How it moves, how far it jumps each timeJoystick: Direction and speed of movement (it’s quite slow actually) Games understand that each of these levels has their own set of feedback, motivation and learning that must take place. This level of deconstruction, in a 30 year old game no less, blew my mind. Games were complex! They really paid attention to detail. There was a lot here to understand.
The computer example here is desktop menus. “Selecting a menu item” is actually a fractal cascade of skills where you first start horizontally browsing the menu bar, with a click, you shift into a vertical mode but keep the same basic highlight approach. For hierarchical menus, you need to understand the graphic hint that there is something deeper and then navigate over to reveal and then select that menu. Anyone who has taught beginning computer users the menu system knows how hard it is to master hierarchical menus. It’s takes practice to find, reveal and track over to that menu. There is a fractal cascade of skills required.
Raph has a great quote in his book for this: “Fun is just another word for learning”. In order to have fun, you must learn. I find this inspiring as app design wants your users to learn but we’ve rarely appreciated this could be fun. Games understand that in order to learn you must start thinking in layers. Begin with a basic skill and slowly add more, getting better one layer at a time.
·jenson.org·
How Video Games Inspire Great UX
Products seem sustainable with less-saturated colors
Products seem sustainable with less-saturated colors
Our research disentangles the direct and indirect impact (via consumers' perceptions of materials' naturalness, product authenticity, and product durability) of low-saturation colors on the perceived eco-friendliness of consumer products. Furthermore, the results reveal that, by fostering perceptions of eco-friendliness and green trust, such colors favorably influence consumers' behavioral intentions (i.e., their purchase intention and intention to pay a premium price for the product). Ultimately, the paper provides useful insights for companies and marketers interested in leveraging the meaning of color saturation to elicit perceptions of environmental compatibility.
·onlinelibrary.wiley.com·
Products seem sustainable with less-saturated colors
Employees perform worse with daily monitoring
Employees perform worse with daily monitoring
Multilevel analysis findings confirmed that daily monitoring was negatively associated with daily felt trust, which in turn had a negative impact on subordinates' daily well-being in both contexts. Furthermore, we found that monitoring variability intensified the negative relationship between daily supervisor monitoring and subordinates' daily felt trust in the newly introduced remote working context, although not in a more stable context. We discuss the theoretical implications of our findings and derive a research agenda to study the daily dynamics of monitoring and its implications for organizations.
·onlinelibrary.wiley.com·
Employees perform worse with daily monitoring