What makes a great UX for games and what does it mean for mobile applications?
I interviewed Raph Koster, the famous game designer and author of 'The Theory of Fun' about his principles of game design. I was convinced games and apps were two different worlds and there was little to borrow except maybe come cool graphic animation tricks.
Raph completely destroyed my arguments. This talk is my journey into the light. How I learned that at a very deep level, there is little different between great games and great apps.
I'll present 6 basic principles of game design and show how each can be applied to app UX design in meaningful ways.
An early trial version of this talk was given both at the game research group at Swansea University and internally at Google. The feedback from these versions have caused me to heavily revise and rewrite the talk.
Scott Jenson has been doing user interface design and strategic planning for over 25 years. He worked at Apple on System 7, Newton, and the Apple Human Interface guidelines. He was UX director of Symbian, VP of product design for Cognima, managed mobile UX for Google and was a creative director at frog design in San Francisco.
Scott returned to Google in November 2013 to lead the Physical Web project. He’s now working in the Android UX research group.
As a battle-scarred veteran of the software industry, Scott has shipped a consumer spreadsheet, been a part of 2 Mac OS releases, 5 Newton product cycles, 4 commercial website revisions, designed 3 different mobile phone UIs, sworn at innumerable mobile browsers, and has over 20 patents.