Archive for design
1 July, 2008 at 7:56 pm
· Filed under design

- Time-Shifting is the Rule for Today’s Youth
- Friends and Ads Heavily Influence Television Viewing
- Teens Want to Purchase What They See
- Make finding shows easier
- Make search match the way they think
- Add intelligence and make it personal
- I want to save my shows
- My shows need to move with me
- I want to share my shows
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14 June, 2008 at 8:54 pm
· Filed under design, game design, life

Screens and pages tend to be scanned in a Z, starting at the top left corner of the screen.
Less than 20% of words written on web sites are read when someone ‘reads’ the page.
People/players, want to scan and don’t want to read.
- On an average visit, users read half the information only on those pages with 111 words or less.
- People spend some of their time understanding the page layout and navigation features, as well as looking at the images. People don’t read during every single second of a page visit.
- On average, users will have time to read 28% of the words if they devote all of their time to reading. More realistically, users will read about 20% of the text on the average page
http://www.readwriteweb.com/archives/the_stats_are_in_youre_just_skimming_this_article.php
As a result, Web pages have to employ scannable text, using
- highlighted keywords (hypertext links serve as one form of highlighting; typeface variations and color are others)
- meaningful sub-headings (not “clever” ones)
- bulleted lists
- one idea per paragraph (users will skip over any additional ideas if they are not caught by the first few words in the paragraph)
- the inverted pyramid style, starting with the conclusion
- half the word count (or less) than conventional writing
http://www.useit.com/alertbox/9710a.html
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29 May, 2008 at 10:14 pm
· Filed under design, game design, quote

Chuck Green Ideabook.com on commercial ‘graphic’ designers, with many parallels for game design.
http://www.ideabook.com/tutorials/1_view/5_principles_of_good_design.html
edited with comments;
“Design is more than meets the eye … The purpose of design is to communicate an idea. It is as much, if not more, about function as it is about looks. It is as much intellectual and visceral as it is visual. If you don’t have a clear, well designed message, you don’t have a design. Design is marketing, marketing is design”
The purpose of game design is to provide an enjoyable experience. Focus on a clear defined core experience as a base.
“Design is about communicating benefits… No matter what you’re selling or giving away, if I am your prospect, I want to know what’s in it for me. I have hard-earned money or time to invest and I rarely part with either without the promise of some return. Are you going to entertain me? Educate me? Inspire me? Solve my problems?”
Is the core experience something that players want, will identify and enjoy?
“Design is not about designers … The good designer pleads “Create a design that answers your client’s needs.” The bad designer commands “Don’t be an idiot—design something that’ll look good in your portfolio.”
You are rarely, if ever the target audience. Understand what the experience your audience will appreciate.
“Design is not an ocean it’s a fishbowl … Design and marketing ideas are not always interchangeable—be careful about the principles you apply and how you apply them.
High concepts and designs are not the same thing.
“Design is creating something you believe in … The saying goes something like this: “great advertising will kill a poor product faster than no advertising at all.” The same is true with design—good design will attract an audience faster than poor design. …Step away rather than compromise your values.”
Form over function leads to shallow experiences, function without engaging form is a dry game. Good function is the bedrock of game design.
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20 March, 2008 at 10:28 pm
· Filed under design, game design, quote
“We don’t ask consumers what they want. They don’t know. Instead we apply our brainpower to what they need, and will want, and make sure we’re there, ready.”
Akio Morita, Founder of Sony
Feature creep
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28 February, 2008 at 9:39 pm
· Filed under design, game design, quote
“If an expert pauses while testing a new program, that’s where a beginner will fail.”
Norman Brenner
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27 February, 2008 at 9:21 pm
· Filed under design, life, research
Research suggests that a bias towards higher priced goods may have something to do with the way that the brain links price with pleasure, and leads people to make assumptions about quality. NYT.
Professor Rangel, Caltech, said that there were reasons to suspect that price tag bias occurs in many contexts. Given the human love affair with high priced luxury goods, and their association with status and power, it’s possible that we’ve come to experience a cerebral shiver of delight in response to things that promise cachet.
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26 February, 2008 at 9:39 pm
· Filed under design, game design, life
1. The best ideas are usually easy to understand and easy to explain to others. Ideas that are not easy to understand are unlikely to get anyone’s attention
2. Build on or borrow ideas from other people
3. Keep all your great ideas - write them down and save them in one place
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24 February, 2008 at 11:28 am
· Filed under design, quote
Advice on product selection and prototyping;
“I like to find;
(a) simple solutions
(b) to overlooked problems
(c) that actually need to be solved, and
(d) deliver them as informally as possible,
(e) starting with a very crude version 1, then
(f) iterating rapidly.”
Paul Graham
http://pages.citebite.com/m2e7w5c5xqaa
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16 February, 2008 at 9:35 am
· Filed under design, game design, project management, research

The Goldilocks Rule. Don’t give people too little or too much.
Give them just the right amount for what you want them to achieve or experience.
Rule of Four. Don’t expect the audience to keep in mind more than four groups on a slide. Car license plates and telephone numbers are as long as they are because of how much information we can easily store in our short-term memories: on average about four groups.
Rudolph-the-Red-Nosed-Reindeer Rule. What’s different stands out, be it a red nose, a large graphic, or words in bold.
Powerpoint for Martians?
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1 February, 2008 at 8:55 pm
· Filed under design, game design ·Tagged journey, rewards

Create and Strictly Follow an “Aroma First” Rule
“I believe we overlooked the cause and the affect of flavor lock in our stores. We achieved fresh roasted bagged coffee, but at what cost? The loss of aroma — perhaps the most powerful non-verbal signal we had in our stores; the loss of our people scooping fresh coffee from the bins and grinding it fresh in front of the customer, and once again stripping the store of tradition and our heritage?” - Howard Schultz email
Since coffee is Starbucks core, and scent is the strongest cue for our senses - make aroma the highest priority. (Yes, even more important than perceived increased sales). Maintain Howard’s original desire to preserve aroma and implement an “Aroma First” rule. It’s simple, for every decision; ask, “Is this going to negatively affect aroma in any way?” If the answer is “yes” do not do it… http://www.idea-sandbox.com/blog/2008/02/starbucks_and_the_aroma_first.html
What are the ‘Aroma First’ rules for game design?
‘Always Allow Progress’ - from the moment that player starts they are on a journey; developing skills, being challenged, being rewarded, anticipating rewards or challenges and be reminded of their progress along their journey.
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11 January, 2008 at 10:27 pm
· Filed under design, game design
“Most new ideas are bad; and the good ones are mostly not new.”-
James G. March clipped from
metacool
Simple executed well or solid conceptual models beat ‘new’ and poorly understood.
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22 November, 2007 at 8:39 pm
· Filed under design
- Ads in the top and left portions of a page will receive the most eye fixation.
- Ads placed next to the best content are seen more often.
- Bigger images get more attention.
- Clean, clear faces in images attract more eye fixation.
- Fancy formatting and fonts are ignored.
- Formatting can draw attention.
- Headings draw the eye.
- Initial eye movement focuses on the upper left corner of the page.
- Large blocks of text are avoided.
- Lists hold reader attention longer.
- Navigation tools work better when placed at the top of the page.
- One-column formats perform better in eye-fixation than multi-column formats.
- People generally scan lower portions of the page.
- Readers ignore banners.
- Shorter paragraphs perform better than long ones.
- Show numbers as numerals.
- Text ads were viewed mostly intently of all types tested.
- Text attracts attention before graphics.
- Type size influences viewing behavior.
- Users initially look at the top left and upper portion of the page before moving down and to the right.
- Users only look at a sub headline if it interests them.
- Users spend a lot of time looking at buttons and menus.
- White space is good.
http://www.virtualhosting.com/blog/2007/scientific-web-design-23-actionable-lessons-from-eye-tracking-studies/
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31 October, 2007 at 7:25 pm
· Filed under design

“…the Palm has “intuitive” interaction design, which makes using it pleasurable.
I believe that this hits us at a deep, animal level. Just as we get pleasure from the form and tactility of good industrial design, we get pleasure from good interaction design, both as we learn it and as we work with it. Learning things that make sense, working with tools that work right; these things make us East African Plains Apes happy right down to our DNA. So instead of saying “intuitive” or “easy-to-use,” at Cooper we often talk about designing interactive products that deliver power and pleasure to the people who use them.” - Jonathan Korman
http://pages.citebite.com/l2t4k8gadmc
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28 October, 2007 at 10:50 pm
· Filed under design ·Tagged rewards

A time limited power up, a temporary shield or an ability that can be triggered by the player. Can be used as a secondary currency or reward mechanism. Collecting enough, enables the ability or effect. When triggered it lasts for a temporary period - until the currency runs out, or fixed time.
An optional finite resource is useful as a secondary system, providing a skilled or knowledgable player the option to save for and choose when to use enhanced abilities.
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5 October, 2007 at 9:14 pm
· Filed under design

Concentrate on one flower
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22 June, 2007 at 6:01 pm
· Filed under design, game design
It’s not your fault
Simple things should stay simple
Fewer choices mean fewer worries
Your data is sacred
Your train of thought is sacred
Good interfaces create good habits
Modes cause misery
It’s easy to learn
(http://humanized.com/about/index.php#rule1)
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22 June, 2007 at 12:55 pm
· Filed under design
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6 June, 2007 at 7:58 pm
· Filed under design, game design, research
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