Affordance & intuitivity in video games
/ about this work
This is a project I've done with a classmate at our last school: we had to write a white book about a subject we wanted.
With him, we decided to work on videogames because we where interested about the purpose of an UX in this industry and what he can give.
/ Process
We have seperate this work in four chapter and we made sure that our work is simple even for a reader who does not know this field of activity. Thanks to our understanding of affordance and intuitiveness, studies, dissertations and other books on the subject: we have been able to better understand the implication of UX and congnitive psychology applied in video games. The first chapter: we define what we gonna use to explain how the affordance and intuitivity works in our case. The second chapter: we make some recommendations and UX methodologies. The third chapter: the methods learning we can use. The fourth chapter: 10 tips and best practices to remember. And we close those chapters with an annex where there is all the links of website that inspire us, books and thesis.
/ CONCLUSION
This work allowed us to learn more about the beneficial contribution of UX concepts in the gaming industry: in particular what we can bring about specific topics like the user interface that is the heart of the experience user.
CLIC HERE TO SEE THE FRENCH PDF OF THIS WORKHowever, I am working on a website that would transcribe all the content of our work in English, with a reworked and completed text, without some misspellings, more details on this research with animations and interviews with professionals in the best case.