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A short Monopoly re design.
Citation preview
Sarah Scoggins
User Experience Hierarchy of Needs
The Bad• 80/20 Rule• Aesthetic – Usability effect• Color• Constraint• Control• Framing• Performance Load• Storytelling• Visibility • Horror Vaculi• Signal to Noise• Accessibility• Consistency
The Bad• 80/20 Rule• Aesthetic – Usability effect• Color• Constraint• Control• Framing• Performance Load• Storytelling• Visibility • Horror Vaculi• Signal to Noise• Accessibility• Consistency
Redesign
•Focus = Encourage and ease interact between players.
Basic Design
Usability
Ideas
•Place for players to organize their items•Magnetic or embedded Houses/Hotels.