The official podcast of GamersWithJobs.com, the GWJCC is our way of providing a podcast that feels like you are hanging out with friends after a long day in the office. We strive for smart, in-depth discussions about the latest games and gaming-related news, as well as light, playful tangents. We're always thrilled to talk about the new hotness, explore fun and strange indie gems, and revisit games old and new.
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محتوای ارائه شده توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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Episode 08: User Experience in Papers, Please
Manage episode 180241547 series 1450546
محتوای ارائه شده توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
After our discussion of Papers, Please’s lessons in instructional design, this week we found the game’s interesting and sometimes counterintuitive applications of user experience and design principles. There’s friction in almost everything you do in this game, but why isn’t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load? This is our second episode of a three-part series. We’ll conclude our Arstotzkan adventures next week, when we examine Papers, Please’s moral choices and emotional impact. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion.
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Show Notes & Links:
- How to Game Friction for Better UX
- Mass Effect’s terrible inventory management system
- Maslow’s Hierarchy of Needs
- Reality is Broken, by Jane McGonigal
- Affordances
- Zotero
- Video review of Steel Battalion: Heavy Armor
Other games mentioned in this episode:
26 قسمت
Manage episode 180241547 series 1450546
محتوای ارائه شده توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
After our discussion of Papers, Please’s lessons in instructional design, this week we found the game’s interesting and sometimes counterintuitive applications of user experience and design principles. There’s friction in almost everything you do in this game, but why isn’t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load? This is our second episode of a three-part series. We’ll conclude our Arstotzkan adventures next week, when we examine Papers, Please’s moral choices and emotional impact. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion.
…
continue reading
Show Notes & Links:
- How to Game Friction for Better UX
- Mass Effect’s terrible inventory management system
- Maslow’s Hierarchy of Needs
- Reality is Broken, by Jane McGonigal
- Affordances
- Zotero
- Video review of Steel Battalion: Heavy Armor
Other games mentioned in this episode:
26 قسمت
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