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And the second is that I more or less ended up liking this game, and I’ll be getting into every little aspect of why, from its story to characterization to themes and more.īut I had a complicated, bizarre, and frustrating relationship with the game itself throughout my experience of playing it - one that I think many others shared, if public response across the spectrum of social media is accurate.Īnd while there were certainly many others who loved it unequivocally, I believe that delving into why both groups felt the way they did provides a unique opportunity to explore how video games really function within our hearts and minds. The first is that I understand making video games is an insanely difficult thing to do, and I have huge amounts of empathy for the process and those at Rockstar Games who brought forth this effort. If the design makes sense - if it’s logical - but you still end up blasting your eyes with acid? It’s bad design.Īnd I couldn’t help but think about this as I played Red Dead Redemption 2. What this really highlights for us is the staggering gulf between the intent of the design and the end result, which is all that really matters. It’s the eyewash station example writ large. There were buttons that could help cause critical failures right next to buttons that needed to be pushed daily, without an immediately obvious way to distinguish between them.
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Don Norman talked about his work studying the 1979 nuclear disaster at the Three Mile Island power plant and how much dangerous design like this was to blame. Many people might dismiss this example as being outlandish, but it actually isn’t that far off from the absurd design decisions that are made all the time by people who just aren’t thinking about what they’re doing. Putting the two dispensers so close together and making them similar in shape and color would be a downright baffling design choice to make. You could receive perfect instructions about which one to use, but it’s easy to imagine the number of accidental baths, burns, or worse that would occur because it’s so easy to make the mistake. The designer could sit back and be like, “What? The forest green is for the eyewash and the olive green is for sulfuric acid! How is this not clear?” And the designer would technically be right. The only difference is that one has a forest-green button and the other has an olive-green button. Let’s also pretend that the dispenser for the sulfuric acid is right next to the eyewash dispenser, and the two dispensers look exactly alike. Now, let’s pretend you’re in a lab that is also studying sulfuric acid and thus using it constantly in your experiments. There is an emergency eyewash station in every lab and chemistry classroom to use if you get dangerous chemicals in your eyes. Let’s use an exaggerated example to explain why design is so damn important. Most of all, Norman’s book has taught me to constantly ask questions about the everyday things we take for granted. His landmark book still gets me to think endlessly about the way I look at design, which of course changes how I think about the way we interact with the world around us. It’s no accident Norman ended up working for Apple to help establish the company’s user-friendly approach to tech products. The second problem is the way those designers capitalize on human beings’ natural instinct to blame themselves for not understanding an object or interaction with an overly complicated design.īut making something easier to use should not just be some placating act of kindness it should be the actual point of the design itself. The first is the brazen way designers often ignore user experience while chasing the goal of creating endless capabilities. Norman identifies two main problems with humanity’s collective approach to design. I hadn’t heard of it at the time, but within many industries, it is considered the seminal text for understanding not only the importance of design, but the core ethos behind it. That book? The Design of Everyday Things by Don Norman. He said that it would be one of the most important things I would ever read. One of the brightest people I ever met once handed me a book. We’re placing it back on the front page due to the game’s release on PC. This feature was originally published on April 22, 2019.