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Playful Design

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Playful Design, 9781933820149 (1933820144), Rosenfeld Media, 2012
Playful Design is primarily written for designers of conventional software, websites, mobile apps, and other computer-mediated user experiences who are looking for novel approaches to creating compelling, satisfying, and enjoyable designs. It’s well suited to anyone who specializes in human-computer interaction, digital product strategy, interaction design, information architecture, usability engineering, graphic design, application development, or similar roles.

This book also is intended to be accessible to a broader audience of readers who aren’t user experience (UX) practitioners, but who want to learn more about how games can achieve great things in the real world. If this sounds like you, then you might like to start by skipping ahead to Part III, where I survey a variety of case studies, before circling back to the beginning of the book. Game designers will find new ways to think about the impact they can have on the world. Though much of the content in this book reviews practices and design patterns with which you’re probably very familiar (especially in Part II), I hope that the overall picture I draw will lead to fresh insights into your work. I also invite you to explore how opening a relationship with the UX design community can broaden the reach of games.

I do not assume that readers have a ton of experience playing video games, although I believe you need to play a pretty good amount to design well for them. It’s okay if you’re not the world’s biggest gamer, but maybe you can be persuaded to get into what I believe is a very worthwhile use of your time. If you do play games, then I think you’re going to have a lot of fun with this book. You can consider the countless hours you’ve spent playing them to have been study sessions, as all of your experience will help you to get more out of every single chapter. You’re well prepared to reflect on the design of games and their broader significance in everyday life.
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