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The Usability of Video Game Design

About a year ago I wrote an article on the Usability of Résumé Design; a concept that, while well-received, garnered specific feedback from a few voices that I found particularly interesting. Summarized, the gist was that “he uses the word ‘usability’, but I don’t think that’s the right term in referring to a résumé”. Usability is a condition of anything we interact with: your faucet, a web site’s navigation, elevator buttons, a mobile app, or a toilet. Tangible or intangible, the most intuitive means of interacting with something to achieve the desired result is what it’s all about. In the case of a résumé, it’s making core information readily available and immediately visually scannable. In the case of, say, a video game, it’s…well, what is it all about? How does usability play a role in gaming?

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