articles

UX, strategy and game design thinking in practice.

Essays on the decisions behind interfaces, research and player experience, with examples, trade-offs and questions worth testing.

archive

All articles, organized from newest to oldest.

22

Game UX · O Meio Noob

Playing as Abby does not mean forgiving her

How The Last of Us Part II uses familiar actions to complicate a player’s allegiance. Video + article Read article →
21

Product Design

When Product and UX disagree about scope

Make the cost of a smaller release visible before calling it an MVP. 2 min read Read article →
20

Game UX

Cities: Skylines: what a menu redesign needs to prove

A concept should explain its priorities and the states that could break them. 3 min read Read article →
19

Game Development

What a game UI prototype needs beyond Figma

Input, focus and changing state are good reasons to take a small interaction into an engine. 3 min read Read article →
18

Game UX

Battlefield 2042: what a revive indicator actually tells you

A small HUD change can make another player’s intention visible. 3 min read Read article →
17

AI · Games

What does a generated NPC conversation let the player do?

More dialogue only helps when the game can support the expectations it creates. 3 min read Read article →
16

Career

When your portfolio makes your progress hard to see

A practical reflection on evaluating your work without turning every gap into a judgment of your ability. 2 min read Read article →
15

Game UX

Why a bridge matters in Death Stranding

The effort of a delivery changes the meaning of the help you find along the way. 3 min read Read article →
14

Game UX

Read a game interaction before redesigning its HUD

A practical way to investigate intention, targeting, feedback and recovery. 3 min read Read article →
13

Game UX

Which friction should Game UX remove?

The useful distinction is the role of an obstacle, not whether the product is a game. 3 min read Read article →
12

UX Research

What should change after a usability test?

Keep observations, explanations and proposed fixes separate long enough to make a better decision. 3 min read Read article →
11

Research

Would this persona change a design decision?

Behavioral differences matter more than a detailed fictional biography. 2 min read Read article →
10

Game UX

Adaptive difficulty needs to earn the player’s trust

A loss is a signal to investigate, not proof that a player wants an easier game. 3 min read Read article →
09

Tools

Practice needs a question

Repeating design exercises only helps if you can tell what improved. 2 min read Read article →
08

Design & Development

How much code does a designer need to understand?

Learn enough about the medium to investigate the constraints affecting your work. 2 min read Read article →
07

Design Process

Ask for feedback someone can act on

The review question should match the decision you are ready to change. 2 min read Read article →
06

Career

Five UX skills, seen through one checkout problem

Following a single problem shows where research, structure, interaction and visual craft depend on each other. 2 min read Read article →
05

Design Communication

Explain the decision, including what it costs

A useful design rationale makes the problem, evidence and trade-off visible. 2 min read Read article →
04

UX Design

Five UX principles under real constraints

Consistency, feedback and simplicity become useful when they guide a specific choice. 2 min read Read article →
03

UX Strategy

Three decisions that make design more strategic

Choose the outcome, locate the obstacle and decide what evidence would change your mind. 3 min read Read article →
02

UX Communication

When a stakeholder says “make it stand out”

How to turn a vague request into a decision the team can actually evaluate. 3 min read Read article →
01

Game UX · Video Essay

When does guidance take the discovery away?

The timing and specificity of help matter more than the number of markers on screen. Video + article Read article →

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