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Content provided by Brian Henk, Richard New, and Jeremy Commandeur. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brian Henk, Richard New, and Jeremy Commandeur or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.
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Designing Around Analysis Paralysis - Ep. 73

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Manage episode 218581369 series 182523
Content provided by Brian Henk, Richard New, and Jeremy Commandeur. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brian Henk, Richard New, and Jeremy Commandeur or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Today we discuss designing around analysis paralysis:

  • Is it a bad thing?
  • Limiting your decision space
  • Add more options/decisions as you go
  • Allowing players to "mess up" the next player's carefully laid plans
  • Companion app
  • Reference cards to make decisions easier
  • Usability in graphic design or component selection
  • Simultaneous play
  • Hidden actions
  • Keep players engaged
  • Walls of text
  • Put longer decisions at the end of a players so other players can take their turns while the other player is thinking

  continue reading

100 episodes

Artwork
iconShare
 
Manage episode 218581369 series 182523
Content provided by Brian Henk, Richard New, and Jeremy Commandeur. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brian Henk, Richard New, and Jeremy Commandeur or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Today we discuss designing around analysis paralysis:

  • Is it a bad thing?
  • Limiting your decision space
  • Add more options/decisions as you go
  • Allowing players to "mess up" the next player's carefully laid plans
  • Companion app
  • Reference cards to make decisions easier
  • Usability in graphic design or component selection
  • Simultaneous play
  • Hidden actions
  • Keep players engaged
  • Walls of text
  • Put longer decisions at the end of a players so other players can take their turns while the other player is thinking

  continue reading

100 episodes

All episodes

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