Apr
18th
Sat
18th
I think the single most important thing that stuck with me after this weekend was that the kids weren’t talking about the cool screens in the application. None of them were talking about how awesome the back-end server infrastructure must’ve been. Nobody cared about the use of IR plus an accelerometer to “cast” the wand. Instead everyone remembers playing the game. They remember what it felt like to have their imagination stimulated, to solve puzzles, to experience the game. They do not remember interacting with the game unless the interaction was frustrating. You can screw up a User Experience very easily whether you are talking about a novelty live-action game at a hotel or whether you’re talking about your company’s corporate website.
The moral of the story here is that as developers, whether we’re building iPhone apps or live-action interactive RPGs or enterprise websites, we should be thinking about how we can create a compelling experience and a truly forgetful user interface.
The moral of the story here is that as developers, whether we’re building iPhone apps or live-action interactive RPGs or enterprise websites, we should be thinking about how we can create a compelling experience and a truly forgetful user interface.