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The Acagamic Tip Tuesday - Issue #8

The Acagamic Tip Tuesday - Issue #8
By Lennart Nacke • Issue #8 • View online
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 only take a few minutes to read.

Game UX Tip of the week
Use signifiers to indicate the affordances of your game objects.
An affordance is a perceivable clue about what actions an object can afford. This will tell a user what actions they can do with that object. A signifier on the other hand is an additional layer of information that indicates affordances exist, such as a mark, sound, or label.
You should think about your player’s mental model when designing affordances and then suggest explicit actions by adding signifiers to your design.
The carts in Tomb Raider afford jumping off in a certain direction. The white paint signifies an area to walk on.
The carts in Tomb Raider afford jumping off in a certain direction. The white paint signifies an area to walk on.
A rope wrapped around a log beam signifies that the rope can be used on it in Uncharted.
A rope wrapped around a log beam signifies that the rope can be used on it in Uncharted.
In Horizon: Zero Dawn, rock paintings signify Banuk figures close by.
In Horizon: Zero Dawn, rock paintings signify Banuk figures close by.
Three Tweets
Cryptovoxels
Video used with permission from @Brook_Hawk on our new pointer. When you hover over an interactive object, you will see that it changes.

In #UXDesign, this visual hint is called a "Signifier" and the "Affordance" here is that you can click the working link.

The more you knowww! https://t.co/ErAskfaTXW
Caryn Vainio
Signifier: something that tells you the object CAN be used
Affordance: what features of an object tell you HOW to use it
Feedback: what happens after you use an object that tells you you used it successfully or not
(2/3)
Nani Ramos
@DougCollinsUX There's something called a signifier, which is like a clue that lets people deduct how something should be used, and then there's this other thing called "affordance" which is all the possible actions that can be done with the object. They are not always linked but should be.
Two Links
Affordances in game systems design • Machinations.io
Affordances and signifiers. Creating designs, components, and interactions that make sense to users by H Locke
Two Videos
How designers silently tell you what to do? - Affordances and Signifiers - Game Design Theory
How designers silently tell you what to do? - Affordances and Signifiers - Game Design Theory
Affordances - How Design Teaches Us Without Words - Extra Credits
Affordances - How Design Teaches Us Without Words - Extra Credits
Two Research Papers
Z O. Toups, Igor Dolgov, and Elizabeth M. Bonsignore. 2014. A theory of game mechanic signaling for interface design. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY ‘14). Association for Computing Machinery, New York, NY, USA, 445–446. DOI: 10.1145/2658537.2661318
Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2020. Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1–14. DOI: 10.1145/3313831.3376211
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Lennart Nacke

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