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Monday, March 14 • 3:30pm - 4:30pm
Having Fun Yet? 10 Usability Heuristics For Games

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The joke goes something like this: if interaction designers had made Super Mario Brothers, the game would just have one large button labeled “Rescue Princess.” There is some truth to that. Interaction designers strive for products that let people get tasks done quickly and easily. Yet, the fun of gameplay is overcoming challenges and rules deliberately set to impede a player’s progress. So as interaction designers, how do we separate challenges that add to the gameplay from those points of frustration which detract? For game developers without access to interaction designers or researchers, the challenge can be even greater. When developing a new game, what general principles should be followed to make sure it remains safely on the fun side of frustrating? Jakob Nielsen gave us the ten canonized Usability Heuristics for web and system design; our humble goal is to do the same for computer games. This presentation will provide ten interface heuristics applicable to games as well a few useful “discount” evaluation techniques for when you don’t have the time, or the money, for a full lab study.

avatar for Corey Chandler

Corey Chandler

Principal Interaction DesignerDeep Dive DesignCorey Chandler has worked as an Interaction Designer for the past 10 years. He is currently at Deep Dive Design, a consulting group in the San Francisco Bay Area, where he has worked with numerous clients including One Kings Lane, Netflix... Read More →
avatar for John-Mark Josling

John-Mark Josling

Lead Interaction DesignerYola IncJohn Mark Josling has been designing experiences for over 10 years. After starting life as a software developer, John Mark returned to school to earn a Masters of Information from the Berkeley School of Information. Since then, he has done interaction... Read More →

Monday March 14, 2011 3:30pm - 4:30pm CDT
Austin Convention Center, Ballroom C

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