interaction designThe Concept There are many loose rules for building software that is generally useable, allowing your users to achieve their goals without frustration, data loss, inaccuracies, etc. Here are some I’ve found useful. Links usability accessibility Notes Nilsen’s 10 Heuristics (1990) Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation Schneiderman’s 8 “Golden Rules” (1987) Strive for consistency Enable frequent users to use shortcuts Cater to universal usability Offer informative feedback Design dialog to yield closure Offer simple error handling Prevent errors Permit easy reversal of actions Support internal locus of control Reduce short-term memory load Tog’s First Principles (1978, revised 2014) [http://asktog.com/atc/principles-of-interaction-design/] Aesthetics Anticipation Autonomy Colour Consistency Defaults connecting ideas Efficiency of the User Explorable Interfaces Fitts’s Law Human-Interface Objects Latency Reduction Learnability Metaphors Protect Users’ Work [Readability](read better) Simplicity State Tracking Visible Navigation ...
game designredundancy in feedback for sensory layering - backups, for accessibility, more info physical control with easier mods, small components and physical tinkering critical design as anti-Bauhaus modes of production and point of standardisation “Game design is dead. Long live the architecture of play.” - read Play Matters chapter 7 Resources Dark Design Patterns for Games: https://www.darkpattern.games/ Dark Patterns and Unethical Design: https://hallofshame.design/collection/ Games, Design and Play - A Detailed Approach to Iterative Game Design ...