| I’m an engineer, have a degree in Gamedesign and turned UX/UI designer. Many lessons from adventure games/level design are very useful to apply when designing SaaS products (not talking about “gamification”. Dead ends is particularly an interesting point in the experience. One way you could apply lessons from game design into crafting better software products is by breaking down what a game is. Think of it as 3 layers. - 1. Set of rules (ex. Finish before opponent) - 2. A story/shell around those rules (ex. Race car/horse riding/athletics/etc) - 3. Rewarding Experience (ex. Real-world Monetary reward/nice video/animation with your character holding a trophy etc) —— 3. Is the reason people use your product. What real-world benefit are they seeking? 2. This is the UI of your product. A race game has a different vibe and audience than a horse racing game. Even though they have the same underlying ruleset. So make sure you tailor your UI to your audience. 1. This is the UX of your product. Here you’ll get core lessons from gamedesign (like dead ends discussed in the article) You Can always contact me with Ui/UX questions, find my contact details in my bio. |