What makes a good game designer? Oscar Clark looks at the different types of designer and the key aspects of the game they need to understand After my recent Masterclass at UKIE one of the attendees, Arran Topalian, a game designer at Rare, asked me ‘What makes a good designer?’. It’s something that got me thinking more generally about what it means to be a game designer, let alone a good one. The ideal of a game designer, at least for me, is a messy combination of skills from being the person with the creative vision, to someone who has to work out the logic and balance in the systems and find the fun. However, underlying this is always the function of a designer as a communicator who has to be able to make ensure that development compromises don’t kill the game.
Why Do Organizations Have Trouble Embracing Qualitative Research? Because the business world shuns uncertainty, qualitative research gets twisted so that the conclusions sound like they were deduced, and their validity unimpeachable. Business research adheres to its cousin in the laboratory, where validity is determined by empirical evidence—which is a positivistic view. But, positivism is not embraced universally in the social sciences, and it is certainly not compatible with inductive reasoning. So why do businesses automatically turn to positivism when trying to understand human behavior and reasoning?
Envisioning Experience Outcomes By Jim Nieters and Pabini Gabriel-Petit Published: April 20, 2015 “When your organization’s goal is to differentiate on the experience, you must start every product-development project by defining the experience that you want people to have with your product or service. ” When your organization’s goal is to differentiate on the experience, you must start every product-development project by defining the experience that you want people to have with your product or service. Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game Gameplay strategies for motivating players largely focus on reward paradigms (“carrots on sticks”) that dangle the sweet enticements of hidden levels, provocative content, and variations on the Sword of A Thousand Truths. But like all of us, don’t games want to be loved for who they are deep down, and not what they have?
Ray Kurzweil Raymond "Ray" Kurzweil (/ˈkɜrzwaɪl/ KURZ-wyl; born February 12, 1948) is an American author, computer scientist, inventor, futurist, and is a director of engineering at Google. Aside from futurology, he is involved in fields such as optical character recognition (OCR), text-to-speech synthesis, speech recognition technology, and electronic keyboard instruments. He has written books on health, artificial intelligence (AI), transhumanism, the technological singularity, and futurism. Kurzweil is a public advocate for the futurist and transhumanist movements, as has been displayed in his vast collection of public talks, wherein he has shared his primarily optimistic outlooks on life extension technologies and the future of nanotechnology, robotics, and biotechnology.
The Big UX Impact You Can Make With Just a Few Words When we think about designing a great user experience, it’s easy to get caught up with all the things. The fonts, the colors, the overall design, the content. Everything. But there’s another component to UX that can instantly delight—or disappoint—your users that you might be overlooking. It’s small, and if you blink you might miss it, but when done right you’ll remind your users there’s a human behind all that code and design. I’m talking about microcopy.
Design education is "tragic", says Jonathan Ive News: Apple's head designer Jonathan Ive says he struggles to hire young staff as schools are failing to teach them how to make products. Speaking at London's Design Museum last night, Ive attacked design schools for failing to teach students how to make physical products and relying too heavily on "cheap" computers. "So many of the designers that we interview don't know how to make stuff, because workshops in design schools are expensive and computers are cheaper," said Ive. "That's just tragic, that you can spend four years of your life studying the design of three dimensional objects and not make one." Ive, who is Apple's senior vice president of design, said that students were being taught to use computer programs to make renderings that could "make a dreadful design look really palatable".
How to choose the right UX metrics for your product When designing for the web, you can analyze usage data for your product and compare different interfaces in A/B tests. This is sometimes called “data-driven design”, but I prefer to think of it as data-informed design — the designer is still driving, not the data. To make this work in practice it’s important to use the right metrics. Basic traffic metrics (like overall page views or number of unique users) are easy to track and give a good baseline on how your site is doing, but they are often not very useful for evaluating the impact of UX changes. This is because they are very general, and usually don’t relate directly to either the quality of the user experience or the goals of your project — it’s hard to make them actionable. I’m part of a group of quantitative UX researchers at Google, and we like to think of large-scale data analysis as just another UX research method.