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	<title>Comments on: Designing for understanding and user empowerment</title>
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		<title>By: Pam Griffith</title>
		<link>http://www.pamgriffith.net/blog/designing-for-understanding/comment-page-1#comment-99</link>
		<dc:creator>Pam Griffith</dc:creator>
		<pubDate>Thu, 18 Mar 2010 02:33:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pamgriffith.net/blog/?p=76#comment-99</guid>
		<description>&lt;p&gt;Yes, thank you :)  It does depend on the game, of course, a lot of games assume you already know the genre these days, but you reminded me of a &lt;a href=&quot;http://jonoscript.wordpress.com/2009/12/14/a-tutorial-level-for-the-internet/&quot; rel=&quot;nofollow&quot;&gt;blog post&lt;/a&gt; about that very thing.  It mentions things like an impassable wall blocking progress to the right to teach players to try going left.&lt;/p&gt;

&lt;p&gt;Of course, I&#039;d be really careful about introducing something impossible into an important interface--that particular feature requires a certain playfulness and willingness to explore that may not be appropriate for, say, a banking website.  And you don&#039;t want the user to get stuck--I remember something similar in Super Mario world, where there was a cape and a pipe to run up; I didn&#039;t understand what to do and restarted the game.&lt;/p&gt;

&lt;p&gt;There&#039;s probably just as much to be learned from how *not* to do a tutorial, too, like the 6-hour-long intro to Kingdom Hearts II and all of its cute but irritating mini games that didn&#039;t really teach much in the way of gameplay.  The lesson there is make the teaching relevant and brief, and not too tangential to the task at hand, I think.&lt;/p&gt;

&lt;p&gt;Anyway, yes, definitely game design methods are something to think about in terms of other sorts of user interface design!&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Yes, thank you <img src='http://www.pamgriffith.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   It does depend on the game, of course, a lot of games assume you already know the genre these days, but you reminded me of a <a href="http://jonoscript.wordpress.com/2009/12/14/a-tutorial-level-for-the-internet/">blog post</a> about that very thing.  It mentions things like an impassable wall blocking progress to the right to teach players to try going left.</p>
<p>Of course, I&#8217;d be really careful about introducing something impossible into an important interface&#8211;that particular feature requires a certain playfulness and willingness to explore that may not be appropriate for, say, a banking website.  And you don&#8217;t want the user to get stuck&#8211;I remember something similar in Super Mario world, where there was a cape and a pipe to run up; I didn&#8217;t understand what to do and restarted the game.</p>
<p>There&#8217;s probably just as much to be learned from how *not* to do a tutorial, too, like the 6-hour-long intro to Kingdom Hearts II and all of its cute but irritating mini games that didn&#8217;t really teach much in the way of gameplay.  The lesson there is make the teaching relevant and brief, and not too tangential to the task at hand, I think.</p>
<p>Anyway, yes, definitely game design methods are something to think about in terms of other sorts of user interface design!</p>
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		<title>By: Jim</title>
		<link>http://www.pamgriffith.net/blog/designing-for-understanding/comment-page-1#comment-97</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Wed, 17 Mar 2010 13:20:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.pamgriffith.net/blog/?p=76#comment-97</guid>
		<description>One example: video games. Take a modern video game like some first-person shooter for xbox - they almost all start the player off with easy to reach goals, providing hints along the way until he/she reaches the point of becoming familiar with the controls, the concepts of the game and any idiosyncrasies that are new to that particular game - before offering gradually more difficult challenges and concepts. I&#039;m sure you could find a ton of examples and then work on transposing them to fit the web development model. Hope this helps. -Jim</description>
		<content:encoded><![CDATA[<p>One example: video games. Take a modern video game like some first-person shooter for xbox &#8211; they almost all start the player off with easy to reach goals, providing hints along the way until he/she reaches the point of becoming familiar with the controls, the concepts of the game and any idiosyncrasies that are new to that particular game &#8211; before offering gradually more difficult challenges and concepts. I&#8217;m sure you could find a ton of examples and then work on transposing them to fit the web development model. Hope this helps. -Jim</p>
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