38 posts tagged with Design
Venue in Product Design
Product and game designers often neglect the physical spaces where users interact with their products. The same app feels different in a…
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Distributed Cognition
Distributed cognition theory shows how our thinking naturally extends into our external tools, environments, and interactions. This…
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4X in Games
Four verbs that define game design in popular strategy games: Explore, Expand, Exploit, and Exterminate. Article: 4X 4X (abbreviation of…
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Six Components of Game
Six components of a Classic Game Model: Rules, Variable and measurable outcomes, Values on those outcomes, Player effort, Player attachment…
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Hooked Habit Model
User habits develop when products consistently guide users through triggers, actions, variable rewards, and investments. This four-step hook…
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Position in Graphics
Position is the most powerful visual variable in graphics because it leverages our innate spatial reasoning, making complex data instantly…
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Bloom's Taxonomy
Bloom's Taxonomy: Our learning objectives can be classified as a hierarchy of remember, understand, apply, analyze, evaluate, and create…
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Six Learning Gaps
To achieve learning goals, we should identify and address not just knowledge gaps but also skills, motivation, habits, environment, and…
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Zero-One-Infinity Rule
Zero-One-Infinity Rule: When designing software systems, the only reasonable numerical limits are zero, one, and infinity. Article: Zero One…
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The Cathedral Effect
The Cathedral Effect: Higher ceilings can make us more creative by triggering feelings of freedom and encouraging people to see broader…
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Four Reasons to Post
Four reasons people post things: sound smart, be funny, look hot, look rich. Tweet: Nikita Bier on X To make people share your product…
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XY Problem
The XY problem: Avoid focusing on the attempted solution rather than the actual problem. People don't want a faster horse. They want to get…
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No A/B testing
A/B testing cannot substitute for taste in creating appealing products. Relying solely on A/B testing is abdicating your responsibility to…
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Design is How It Works
Design is not just what it looks like and feels like. Design is how it works. Book: Creative Selection During a 2003 interview with The New…
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Opposite of Courage
The opposite of courage is not cowardice but conformity. Video: “No creative person I know has ever asked for a brainstorming session…
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Keep Watching Section
Why are "Keep Watching" sections always hidden at the very bottom of the streaming apps? Misalignment of incentives between company and user…
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Fitts's Law
Fitts’s Law: The time to acquire a target is a function of the distance to and size of the target in UI/UX. Article: Fitts's Law: The…
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Curiosity over Emotion
Can we create a social media platform that predates curiosity instead of emotion? Thoughts This is a question asked by a guest in the course…
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Game Design
Consider how your product makes customers "feel" instead of what it functionally does for them. Podcast: Superhuman Part II - Designing…
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