UX

Book Notes: Playful Design

Here are some highlights I took from John Ferrara’s book Playful Design: Creating Game Experiences in Everyday Interfaces. The elements of great game UX Motivation: There needs to be a reason to play, a goal. Meaningful choices: You need to be able to influence the outcome of the game through your choices. Partial ambiguity can work well here (eg. I don’t know what will happen if I do X, but I’ll take the chance because I have a reasonable expectation of what will happen). Balance: How well do aspects of the game work together to create an experience where the…

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