…aching calls is that the teams need to create safe environments to “build the muscle” and practice. Resist cargo-culting ways, templates, frameworks, and silver bullets. Establish a cadence to inspect/adapt. This may be on a small scale at first — safety/trust may be limited, and structural rigidity may stand in the way — but you have to try over and over. This is a “case” you will need to build by showing, not telling.
Designing for intentional challenge isn’t something UX designers are often used to, but designing for the satisfaction of accomplishing a task is. That means that your ability as a UX designer to optimize fun and satisfaction in difficult systems combined with a game designer’s eye for mechanics and world-building will come together to make a game that’s both satisfying AND challenging to play.
Bungie’s team took several approaches to data gathering here, but the one I want to highlight here is this: they gave players a 3-button panel with three feelings: ‘awesome’, ‘lost’, and ‘frustrated’. Testers were instructed to press the accompanying button when they felt that way in the test.
For example, the Names and Faces data sources included in Sketch are ethnically diverse and have a 50/50 gender balance so your designs will no longer be populated with profiles for white guys called Chad or John. Aside from inclusivity, using diverse data sets allows you to test your design and UX with names, places and information you might not normally consider.
…value the most when redesigning an existing interface is respecting the original design principles. Design is never just about making it look pretty. Design is a manifestation of a company’s philosophy and core-values based on years of research and testing.