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The Myth of Co-Designing

Co-design is not about democracy among users, stakeholders, and designers. Co-design is, in essence, about creating synergy among them.

Creating synergy takes time. Personality, communication style, and motivation can easily drag people out of sync in co-design activities. 135 more words

Design Diary

Design Diary: Grave Knave

I recently wondered aloud whether I’d be better off rethinking my soulslike game Exhumed as a Knave hack, especially given that my earliest pre-playtesting version of… 2,378 more words

RPGs

Design Diary: The Aberration Hunter's Handbook

I’ve been spending a lot of time the last month or so developing a suite of rules for what I like to call “The Aberration Hunter’s Handbook… 837 more words

Analysis

Lessons from playtesting once in a blue (super wolf blood) moon

When I last wrote about playtesting Exhumed, I lamented that it seemed impossible to deliver a fun experience to my friends and whip my rules into shape. 485 more words

RPGs

Doing Things Differently Is Not Enough

Doing things differently is not enough. Evolution happens in a probabilistic manner: it’s not about whether we can do things differently this time, but about whether we can become versatile enough so that we can choose to do things differently most of the time. 83 more words

Design Diary

Post-Sensory

They have managed to nail computer vision, and the abilities of machines discern sounds and create speech are better than ever. Presently, the focus has been on the sense of touch – and the interfaces are focusing on the tactile, trying to refine it and give it the quantity (and at times quality) so that a machine may experience it the same way. 227 more words

Design Diary