More than bleeps and bloops: UX lessons from game design

Catt Small
Catt SmallProduct Designer at Etsy
@cattsmall – @cattsmall@mastodon.social
More than bleeps and bloops
UX lessons from game design
Design It; Build it 2017 – Catt Small
@cattsmall – @cattsmall@mastodon.social@cattsmall – @cattsmall@mastodon.social
UX, game design, and ways to
integrate game design concepts into
the user experience design process.
Today we’ll discuss:
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But first...
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Five Stages
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Five Stages
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Breakup Squad
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Breakup Squad
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SweetXheart
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SweetXheart (WIP)
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UX design
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UX vs. game design
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Similar
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Interaction
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Process
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Ideation
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Prototyping
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Testing
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Different
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1 2 3 4
1 2B 3 4B
2A 4A
4C
UX
Games
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Caryn Vainio, UX designer for games
The design of a game – its rules, its
fun factor, its balance – is different
than the design of the navigation
into and throughout a game.
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Game design elements
Mechanics – Ways a player can interact with the game.
Rules – Systems that determine what the player can or can’t do in a game.
Characters – Beings with which players interact.
Goals – What the player must do to finish the game.
Narrative – Atmosphere that drives the game’s goal, mechanics, and rules.
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Useful
Meaningful
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What UX can learn
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Swarm, © Foursquare
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Lesson 1:
Document everything.
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Design document
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Change logs
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Historical reference
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Document as you go
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Clockwise from left: InVision, Google Drive, and Basecamp
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Lesson 2:
Simple isn’t always best.
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Balance
Complexity Value
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Richard Garfield, designer for Magic: the Gathering
Game designs have a complexity
budget. You can only have a
certain amount of complexity and
you have to figure whether it’s
worth spending.
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Five Stages, © Asia Hoe, Catt Small & Chris Algoo
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Spelunky © Mossmouth LLC
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Super Smash Bros © Nintendo
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Accomplishment
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SHIP AT
LAUNCH
Required
feature
Feature goal
SHIP LATER
Nice-to-have
feature 1
SHIP LATER
Nice-to-have
feature 2
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Lesson 3:
Connect through personality.
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Easter eggs
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Memes
Borderlands 2, © Gearbox Software
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Hacks
Sonic Mania, © SEGA
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Culture
SweetXheart
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Google search
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Google Maps
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Coca Cola
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Facebook Messenger
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Lesson 4:
Focus on emotions.
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Fun
Memorable
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Fear
Amnesia, © Frictional Games
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Joy
Rayman Legends, © Frictional Games
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Sadness
Contrast, © Compulsion Games
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Excitement
Breakup Squad, © Brooklyn Gamery
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MailChimp
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MailChimp
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Journey map
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Lesson 5:
Give feedback.
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LUFTRAUSERS and Nuclear Throne, © Vlambeer
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Beglitched, © Hexecutable (Jenny+AP)
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Steve Swink
The sensation of controlling a digital
object is one of the most powerful –
and overlooked – phenomena ever to
emerge from the intersection of
people and computers.
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Facebook
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Twitter
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Medium
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Users want to feel valued
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Wrap up
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◇ Both center around how people interact
with interfaces
◇ Both involve ideation, prototyping, testing,
& documentation
◇ UX is about removing roadblocks
◇ Game design is about challenging players
UX & game design
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◇ Create references with documentation
◇ Ensure that complexity has value
◇ Connect with users through personality
◇ Focus on emotions and memorability
◇ Give interaction feedback
Beyond gamification
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◇ Prune (iOS)
◇ Spelltower (Android, iOS, Mac)
◇ TwoDots (Android, iOS)
◇ Beglitched (Mac, Windows)
◇ Ghosts of Miami (Mac, Windows)
Games to check out
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◇ Gamasutra gamasutra.com
◇ That Game’s UX thatgamesux.com
◇ The Indie Gaming Source tigsource.com
◇ Sirlin on Game Design sirlin.net
Websites
@cattsmall – @cattsmall@mastodon.social
Thank you.
Questions?
Tweet @cattsmall
Toot @cattsmall@mastodon.social
Email catt@cattsmall.com / cattsmall@etsy.com
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More than bleeps and bloops: UX lessons from game design