What does good user experience do? - Answers Helps align a games design intent with the
player's actual experience.
What is good usability, according to Hodent? - Answers Paying attention to human limits in
memory, attention, and perception to remove unintended challenges for the user.
What is involved in the Signs and Feedback pillar? (Hodent, Usability) - Answers Informing the
user about the system state (informative signs) convincing/persuading the user to do a certain
action (inviting signs) and giving a reaction to user action (feedback).
Ex: Explosion when something is destroyed, or health bar to show user's health
What is involved in the Clarity pillar? (Hodent, Usability) - Answers Presenting signs and
feedback to the player in a way that makes them easy to perceive.
Ex: Not too much text cluttering screen, concise information/explanations, good choices for text
color.
Can only attend to so much at once.
What is involved in the Form follows Function pillar? (Hodent, Usability) - Answers Presenting
object/characters/icons in a way that implies their use or meaning through their design.
A design may "afford" or imply a certain function/behaviour.
Ex: A user would expect a door with a handle to be able to be openedl, without having to be told.
What is involved in the Consistency pillar? (Hodent, Usability) - Answers Presenting signs and
feedback to the user in a logical way, such that similar forms have similar functions.
Leverages the user's existing memory and learning.
Ex: If one door can be opened, a similar looking door should also be able to be opened.
, What is involved in the Minimum Workload pillar? (Hodent, Usability) - Answers Minimizing the
physical and cognitive efforts/load of the user when possible.
Ex: Taking care not to use control schemes that are physical difficult, being aware of the limits
of working memory.
What is involved in the Error Prevention and Error Recovery Pillar? (Hodent, Usability) - Answers
Being mindful of unintentional mistakes during design to minimize the chance of user error, and
making it easier to undo any unintentional mistakes or slips.
Ex: Fitt's Law: putting space between confirm and cancel buttons. Requiring confirmation before
deleting something important.
What is involved in the Flexibility Pillar? (Hodent, Usability) - Answers Providing the user with
customization options to custom their experience to their specific needs or skills.
Helps with accessibility.
Ex: Left handed controls, color blindness options.
What is good engage-ability according to Hodent? - Answers When players are having fun and
care about the game in a way that makes them motivated to keep playing.
What is involved in the Motivation Pillar? (Hodent, Engage-ability) - Answers Targeting the
player's implicit motivation to keep them interested in the game.
This can be done with Intrinsic motivation, which is motivation that comes from the actions that
we want the player to be motivated to do.
This can also be done with Extrinsic motivation, which is motivation that comes from some
reward external to the task/action (ex, daily login bonus).
What is meant by the 3 types of intrinsic motivation? (Competence, autonomy, and relatedness)
- Answers Competence: The user is motivated by feeling skillful in a game due to a good sense
of progression. Can be done with good short-term, mid-term, and long-term goals. They perceive
progress towards these goals.