skip to main content

Posts tagged “design”, page 4

  1. Frick Filler
    youtube.com

    Game designer Jan Willem Nijman:

    I gave a 4-minute talk at @AMazeFest about how making long games is unethical, watch it here

    I love this idea:

    We should all design our games like bus rides — they should have multiple stops along the way. If someone is happy with your game, they should be able to stop playing at that point. Give your game that ending after two hours. Give it that ending after ten hours for the people who want more of it and want to find all the secrets. Give it, like, the 100-hour ARG with speedrunning, trophy, whatever shit, but let people quit your game in a way that makes them happy.

  2. The Cult of the Complex
    alistapart.com

    Jeffrey Zeldman:

    Good communication strives for clarity. Design is its most brilliant when it appears most obvious—most simple. The question for web designers should never be how complex can we make it. But that’s what it has become. Just as, in pursuit of “delight,” we forget the true joy reliable, invisible interfaces can bring, so too, in chasing job security, do we pile on the platform requirements, forgetting that design is about solving business and customer problems … and that baseline skills never go out of fashion.

  3. The Illusion of Control in Web Design
    alistapart.com

    Aaron Gustafson:

    Last week, two events reminded us, yet again, of how right Douglas Crockford was when he declared the web “the most hostile software engineering environment imaginable.” Both were serious enough to take down an entire site—actually hundreds of entire sites, as it turned out. And both were avoidable.

    Start simply. Code defensively. User-test the heck out of it. Recognize the chaos. Embrace it. And build resilient web experiences that will work no matter what the internet throws at them.

  4. Plainness and Sweetness
    frankchimero.com

    Frank Chimero:

    I find that the more input I have in the content and strategy of the project, the less burden I place on the aesthetics. Perhaps this is because I believe the aesthetic of the work should be an extention of its objectives, so if you get the strategy right, the look follows. Since I like to tackle problems sideways, I must risk being plain and rely on direct visuals to keep the work comprehensible.