Defining Design Principles

Phil Robinson
No Man’s Sk(ui)
Published in
1 min readAug 21, 2019
Good design principles help stand a project up and help with creative decision making

It felt practical to outline some principles that will help steer my output and guide this conversation. Any decent design work should be setup as such, as principles provide direction and a framework in which to make decisions.

1. Only stick to UX/UI enhancements. No gameplay improvements. I am not a game designer and will not be giving any thoughts on gameplay improvements. For purposes of this blog, I’m only interested in the ‘chrome’ on top of the game

2. There are many real-world constraints facing Hello Games. It’s a small team being pulled in a lot of different directions with many loud voices. They may be working on some of these solutions or simply have decided they’re not a priority stacked against other initiatives. I’m not here to tell them what to do, this publication is merely a thought exercise.

3. This is not best practice design. I am offering insights and fixes absent of any real-word user testing, analytics, or multivariate platforms. There is currently no plan for iteration based on feedback. It’s a side project :)

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Phil Robinson
No Man’s Sk(ui)

Award-winning UX designer with 15 years experience. Worked with/for: Nike, Tiffany, McDonalds, L’Oreal , Goldman, Jet/Walmart. UX Director @Northwestern Mutual