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miete ("thought") + lause ("phrase")

count: 10

filter: tag = design clear


Made to Stick (Chip Heath)


If you have to tell someone the same thing ten times, the idea probably wasn't very well designed.
page: 9
tags: design ideas

"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."
page: 28
tags: design perfection



The Kobold Guide to Board Game Design (Mike Selinker)


People who wish to design games should play games. Lots of them. Don't make the decision to showcase your personal design talent at the cost of the game's quality by developing it in a vacuum.
page: 7
tags: design game design games

If someone says "Let's play again" immediately after losing a game you designed, it's fun enough.
page: 39
tags: fun design play games

An elegant, easy-to-understand concept or mechanic that accomplishes 95% of what you want is much better than a clunky, obtuse mechanic that gets you 100%.
page: 45
tags: mechanics games design

Make your design as clean as possible, meaning all the mechanics are related and necessary.
page: 44
tags: design

Pushing the boundaries of the game helps make sure that there are no "groupthink" strategies. As games are being designed, they are often played repeatedly by the designer and his or her game group. As they are all familiar with the game, their group may develop habits or tendencies in how they approach the game. The risk is that there may be strategies or situations that did not come up in the designer's playtesting, which can be exposed when someone is intentionally trying to break the game or when a complete newbie plays it without any preconceptions of the "right" way to play. In either event, the developers need to examine the game from all angles to make sure that the game doesn't break down when the unexpected happens.
page: 76
tags: design



Worse Is Better (Richard P. Gabriel)


Simplicity: the design must be simple, both in implementation and interface. It is more important for the interface to be simple than the implementation.
tags: design simplicity

Correctness: The design must be correct in all observable aspects. Incorrectness is simply not allowed.
tags: correctness design

Big complex system scenario: The right thing needs designed. Then it needs implementation design. Then it needs implemented. It has nearly 100% functionality and takes a long time to implement. Very large and complex. Requires complex tools. The last 20% takes 80% of the effort. Only runs on the most sophisticated hardware.
tags: design implementation functionality systems