Presentation: Tweet"Anti-Usability & UX in Games"
UX depends on context. When most people think of a 'good user experience' they think of 'intuitive' interactions and an interface which takes the time to be as helpful as possible. Many games take the exact opposite approach; developers create an arbitrary set of rules players have to follow and place many obstacles in front of people to prevent them from progressing. It's this anti-usability that makes games fun and, in many games, the challenge is to fight the interface itself.
This session will explore the differences between how we assess the usability of, for example, expert systems (with trained, skilled operators) and 'government digital services, which have to cater for the widest possible range of users. And the session will also look at what lessons we can learn from how games designers deliberately insert friction to create more engaging experiences.
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