The World’s Most Satisfying Checkbox

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The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay. These moments of feel aren’t reserved for big moments. In fact, they’re most important for routine actions you perform over and over again. (View Highlight) Feel Matters


But adding game feel requires just the opposite. Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics. (View Highlight) We never truly touch our apps

The World’s Most Satisfying Checkbox

rw-book-cover

Metadata

Highlights


Feel is not something we talk much about as digital product designers. It’s difficult to quantify in metrics or even describe in words, so it tends to fall to the bottom of a priority list. But we know it’s important. As legend goes, what sold internal teams at Apple on the bold choice of building a phone around a touchscreen interface was the simple act of scrolling a list with momentum & rubberbanding. Feel matters. (View Highlight)review


The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay. These moments of feel aren’t reserved for big moments. In fact, they’re most important for routine actions you perform over and over again. (View Highlight)review


But adding game feel requires just the opposite. Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics. (View Highlight)review