Two weeks have passed since Paula Zuccotti, Ingrid Kopp and Jason Brush opened the debate on “what can we learn from design thinking that could be useful when starting an i-doc production”. By looking at their contributions, I am noticing four salient points:
1 – design thinking is not about giving authorship to the user, but about understanding his needs, his goals, his context, and using all this information as a source of inspiration.
2 – interaction is more than clicking: the digital file offers options f customisation, personalisation and out of screen experience that have not been used enough in interactive narrative.
3 – agile development is key: without prototyping and reiterations – tweaking both the interface and the original idea – the product is conceptually static and distant from the user.
4 – successful projects have a clear proposition at their core – it is not complexity that makes them stand out, but the clarity of what they bring to the users.
Matching a clear proposition with an effective design and navigation will be the focal point of the next questions in the UX Series, but I thought the insistence in the importance of agile design was calling for a deeper look into an industry that has embraced such a dynamic logic of design: the game industry.
I have therefore asked Daniel Burwen (Operation Ajax) and David Dufresne (Fort McMoney) to give us their point of view on “what can i-doc producers learn from game design”. See what two of the most forward thinking creators of our industry have to say…