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Study mode:
on
1
Introduction
2
What is Usability
3
Icon Testing
4
Storytelling Feedback
5
Crafting Feedback
6
What are affordances
7
What are false prompts
8
Example of false prompts
9
Context
10
Product Design
11
Law of Roots
12
Flame Wars
13
The Problem
14
David Foster Wallace
15
Decoupling norms and contextualizing norms
16
Cuba Libre
17
Brutal Warfare
18
Enculturation
19
Walkthrough
20
Walking Through Routes
21
Cognitive Load
22
Synchronous Teaching
23
Teaching Strategy
24
Teaching in Bars
25
Not everyone is ready
26
Factions are asymmetric
27
Teaching is useless
28
Asynchronous teaching
29
Conclusion
Description:
Explore a 2021 GDC Board Game Design Summit session that delves into the development of 'Root', examining successes and failures in rules writing, graphic and component design, and user experience research. Learn from Leder Games' Joshua Yearsley as he shares valuable insights on game usability, including icon testing, storytelling feedback, affordances, false prompts, and the importance of context in product design. Discover strategies for effective teaching in game design, addressing cognitive load, and balancing asymmetric factions. Gain practical knowledge on synchronous and asynchronous teaching methods, and understand the challenges of enculturation in game development.

Root - A Usability Postmortem

GDC
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