Player-Centric Design: The UX of The Room | UX Magazine

Posted: March 8, 2013 in Uncategorized

See on Scoop.itArtful Interventions

The concept of The Room is somewhat unprecedented, as it is focused solely on opening complex puzzle boxes. While the pseudo-mechanical contraptions are reminiscent of discrete puzzles found scattered throughout adventure games like Myst, the puzzles in The Room are not nested within a broader world. Instead, the puzzle boxes are all there is to see.

Rachel Lovie‘s insight:

Article about the design process of this beautiful iPad game…worth reading regardless of whether or not you are into games – the point is that paying attention to the user’s experience is at the heart of all good design. 

Here the designers have taken into consideration what amounts to Gregory Bateson’s theory of learning.

A thoughtful game design which is delightful to play. 

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