
In the second of our SXSW Interactive blogs, Face digital project manager Marion Renoux digests her first day of conferences. She dragged herself away from the eat-as-much-as-you-like breakfast buffet for “How not to design like a developer” with Chrissie Brodigan @ Mozilla & “The New Frontiers of Social Gaming” with Brian Reynolds, chief game designer @ Zynga. First up, “how not to design like a developer” and, after the stars, “the new frontiers”.
In “How Not to Design Like a Developer”, Chrissie was discussing the challenges of open source projects and how to facilitate a better collaboration between developers and designers, especially crucial in the context of open source projects.
Although the Face digital team is not working on an open source model, Chrissie made a pertinent point about the best practice to follow in order to reconciliate feature development and user experience:
1. Be careful with workaround: developers think about workarounds as a way to speed up the project completion, but it’s completely wrong from a UX point of view.
2. Even if you give the best layered Photoshop file, without proper documentation and walk through there’s a high chance the design will be misinterpreted in development.
3. Designers are guilty of being trendy, while developers build for the future: better find a good compromise between both directions.
4. Designers must practice a team friendly version control – like developers do with version control and code review – because, for example, you may want to rollback to an earlier version of the design, or get new designers to pick up design and make it better
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Brian Reynolds was happy to surrender secret of a successful social game – for instance the worldwide known Farmville.
To be honest, I’ve always abhorred this game and all the stupid updates I would get in my Facebook feed. Between you and me, I’ve quite frankly considered defriending people playing too much of a farmer for my taste…
However, this presentation made me reconsider my opinion on the game. After some polite rambling on how Facebook changed the face of the digital world (I don’t know why every talk has a part dedicated to how The World has been revolutionised by The Social Network) Reynolds presented Social Gaming with another angle: basically it’s not the gaming aspect but the socialising aspect that matters.
So here are the secrets he revealed for a good social game:
1. Give the game away for free. The idea is that because the social game is based on people interactions, you must not restrict its access and everybody should be able to participate/socialise/engage with no monetary barriers. However, upgrades are paid: give away the blades, sell the razors (a bit dark but quite an efficient metaphor)
2. Let people express themselves and don’t block their creativity. Even better, give them the tools to create.
3. Obviously always let the players share and socialise because what they really want to do on Facebook is to learn about their friends and secretly shout “Remember me! Start a conversation, I’m lonely!”
4. Learn from your users. They may interpret and appropriate themselves with your game in a different way to that you’ve initial envisioned and designed it for. By observing their online behaviour you can improve the game, taking it in the right direction for the pleasure of your audience
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