Why “undo” is critical to ludic design

Undo 1614000681 Why 8220 undo 8221 is critical to ludic design

Ludic, or playful design, involves designing products or experiences through the lens of play. How do you make people feel safe to explore, encourage experimentation and even add some fun?

A while back I introduced my Play Framework, so you can find out more there, but essentially it’s all about creating an environment that focuses on Trust, Safety, Autonomy, Dynamic Goals and Lusory Attitude (that is you approach the experience with a playful attitude).

So where does the undo function in a bit of software like Word come into this, how is that helping with ludic design? Feelin safe is all about not fearing failure. If something goes wrong, you need to feel that it is possible to recover. If you fall over, you should know you can get up and try again – see where this is going? Read More ...

Playful design vs Game inspired design

When I first started to describe Game Thinking, I talked about gameful design or game inspired design. Part of me was always split about what I really meant. In my mind, these ideas were based on user interface more than anything. So creating menu systems that mirrored ideas seen in games, or creating slightly more fun look and feel.

It wasn’t until I was messing around with the Snapchat interface that I realised what I was really thinking about – playful design. Design ideas that add to the pleasure of using something whilst not necessarily altering the functionality. The example that Snapchat gave me was something I discovered just by playing with the interface. If you go to your chat stream and slide up, the image at the bottom becomes an animation. At the moment it is of the Snapchat ghosts playing football. Read More ...

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