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← People and their mental models

Raph Koster's mental models

2 claims Raph Koster made fit 2 mental models. Most often: Affordances and signifiers, Conservation of complexity. Everything they said here.

Models they name

Their own words name the idea.

Conservation of complexity

Some complexity cannot be removed, only moved; the question is who carries it, the user or the maker.

Used by 5 others

Good interface design uses clarity to hide complexity; good game design uses clarity to teach it.

  1. Raph Koster Game designer and theorist UX is about clarity that hides complexity, and game design is about clarity that teaches complexity. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    UX is about clarity that hides complexity, and game design is about clarity that teaches complexity.

Models we see in what they say

Our reading: their claim applies the idea without naming it. The claim is theirs; filing it here is ours.

Affordances and signifiers

An interface should show what can be done and where, and give people a model of how it works.

Used by 7 others

An interface should give the user a useful mental model even if it is false, while a game should give the player an accurate model of its own machinery.

  1. Raph Koster Game designer and theorist Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model.