The Acagamic Tip Tuesday — Issue #4

Welcome back to The Acagamic Tip Tuesday.

Each Tuesday, I will send you a tip from the world of UX Research & Design for games. At my website The Acagamic, I focus on training people to become better researchers and designers for games and beyond.

Each tip will take less than 3 minutes to read.

Tip of the Week:

Use UI iconography, text size, colour coding, timing, and audio to show feedback of impactful player damage in your combat designs.

Minecraft Dungeons covers basics but could improve damage impact indicators.
This is how a similar level up situation would unfold in Diablo 3. Great font effects.
The Final Fantasy 7 remake shows how this can be done with turn-based elements

When your game features lots of combat, it is crucial to give the player direct feedback about the impact of their combat moves. This can sometimes be tough to argue with the game designers, who might argue for a more immersive approach. User testing will show what your players appreciate more.

Three Game UX Tweets

Two Game UX Links

The UX lessons I learned from video games | Inside Design
Video game UX isn’t easy — and can teach us about all aspects of design.

How Video Games Inspire Great UX — Scott
This quote is meaningful to me as I’ve often struggled with a problem until an insight from a user test “changed my perspective”.



Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store
Lennart Nacke

Lennart Nacke

UX Professor (Games/Gamification) → Mentoring academics how to get their research papers accepted and training UX researchers to create more fun products.