design language: peak-end rule

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Peak-end rule; defined by wikipedia

“According to the peak-end rule, we judge our past experiences almost entirely on how they were at their peak (pleasant or unpleasant) and how they ended. Virtually all other information appears to be discarded, including net pleasantness or unpleasantness and how long the experience lasted.”

“…this fact of perception seems to be already in the bones of the most well-regarded artists. For example, I once heard a jazz pianist tell a group of students how to craft a solo improvisation. The cheat-sheet? Build to a strong middle, and make a solid ending…the audience won’t remember anything else. I’ve also seen many orchestral conductors add an especially dramatic flourish to their final cut-off, leading the crowd to go wild, regardless of what came before.” www.artsjournal.com

Don’t spread the experiences too thin, and make sure that you end with a bang… with feel good reward, spectacle or flattery.

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1 Comment »

  1. [...] times will a player put down the game having reached a frustrating fail point? Bearing in mind the Peak-End rule, this means their memory of the experience will be heavily coloured by this final [...]

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