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Designing for failure  ↦

Stephen Lindberg takes cues from the level design in Super Mario 3D World and applies it to user experience design:

You may not know what a Conkdor is, but the design problem is universal: “how do we reduce cognitive load without sacrificing interest and fun?” To summarize the video, game designers would approach the problem like this:

  1. Introduce a new concept in a way that the player is not punished for failing.
  2. Build upon that concept in a way that challenges the player.
  3. Combine the concept with other familiar concepts to put a new twist on it.
  4. Give the player a reward!

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