The Acagamic Tip Tuesday

By Lennart Nacke

Each Tuesday, I will send you a tip from the world of UX Research & Design for games.

Each Tuesday, I will send you a tip from the world of UX Research & Design for games.

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12

issues

#12・

The Acagamic Tip Tuesday - Issue #12 Recaps

If a player stops playing your game for a while and then returns to it, brief your returning players so they can remember how to play, learn new gameplay elements, and can easily continue.This recap strategy is essential for games that require prolonged playi…

 
#11・

The Acagamic Tip Tuesday - Issue #11

Use progressive disclosure to push back features in your visual hierarchy or entire that are seldom used or make access tiered.Progressive disclosure comes from user interface design, where we are trying to keep the cognitive load of the user manageable by on…

 
#10・

The Acagamic Tip Tuesday - Issue #10

When playtesting try the six ffwwdd questions to find out what your players thought about the game session.This technique comes from Schell Games, which uses six questions to identify how players felt and what they thought after a playtesting session. Try out…

 
#9・

The Acagamic Tip Tuesday - Issue #9

Always design for player perception, not for real accuracy.You probably heard that the first bullet an enemy fires at you always misses and that many first-person shooter games have some form of aim assist to help you hit your targets better.The same is true …

 
#8・

The Acagamic Tip Tuesday - Issue #8

Use signifiers to indicate the affordances of your game objects.An affordance is a perceivable clue about what actions an object can afford. This will tell a user what actions they can do with that object. A signifier on the other hand is an additional layer …

 
#7・

The Acagamic Tip Tuesday - Issue #7

Avoid putting too much cognitive load on the player when engaging in game actions. People are bad at multitasking.If you want present complex information to players it is usually best done during a break or pause in the game or after a match. If you are not b…

 
#6・

The Acagamic Tip Tuesday - Issue #6

Be consistent and clear in your feedback choices in your games. Consistency is key. Feedback must be clear.Consistent patterns in games that match players' expectations are critical for a smooth gameplay experience. If you make an aesthetic choice for your fe…

 
#5・

The Acagamic Tip Tuesday - Issue #5

Players hate change. Be aware of the baby duck syndrome when designing your game. Follow genre conventions.People have the tendency to compare each game to the first one they played, specifically within a certain genre. If the interface or system is not famil…

 
#4・

The Acagamic Tip Tuesday - Issue #4

Use UI iconography, text size, colour coding, timing, and audio to show feedback of impactful player damage in your combat designs.

 
#3・

The Acagamic Tip Tuesday 🎲 Issue #3

Use observation systematically to study your users in the field.

 
#2・

The Acagamic Tip Tuesday 🎲 Issue #2

Label unfamiliar icons. Make your game UI accessible.

 
#1・

The Acagamic Tip Tuesday 🎲 Issue #1

Use artistic composition and environmental cues to guide players smoothly through your game.