What’s wonderful about the idea is that it’s like an epic mashup of mobile first and gamification. Why not think like we’re designing a Nintendo NES game?
While one or two of the pointers would need a bit more work to translate to interaction design, many are great off the bat:
- The point of embracing constraints is fundamental to design.
- Use A Lack Of Color To Create Atmosphere is a good counterpoint to the latest retro trend.
- Substitute ‘power up’ for ‘progress’ in Show that a Power Up is Working and it’s all about giving signals …
- … while Show, Don’t Tell Us It’s Friendly conversely is a reminder that some problems are kayak-shaped ones that right themselves (like how it took people about thirty seconds to figure out on Google Maps mobile that right button click left them move the maps)
The author gives contemporary experimental sites as examples of his points. And did I mention the game shots?
So, anyone up to do a post on arcade games and UX?
That was before my time, I have to admit.
For the original post (and more screengrabs!) see the Spirestudios post.