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  2. Door problem - Wikipedia

    en.wikipedia.org/wiki/Door_problem

    In video game development, the door problem is an analogy about game design that summarizes the contrast between the perceived simplicity of implementing a trivial feature and the actual difficult nature of the task that becomes more apparent in a development process.

  3. Design thinking - Wikipedia

    en.wikipedia.org/wiki/Design_thinking

    Solving Problems with Design Thinking: Ten Stories of What Works. New York: Columbia University Press, 2013. ISBN 0-231-16356-8; Lupton, Ellen. Graphic Design Thinking: Beyond Brainstorming. New York: Princeton Architectural Press, 2011. ISBN 978-1-56898-760-6. Martin, Roger L. The Design of Business: Why Design Thinking is the Next Competitive ...

  4. Design rationale - Wikipedia

    en.wikipedia.org/wiki/Design_rationale

    A design rationale is the explicit listing of decisions made during a design process, and the reasons why those decisions were made. [2] Its primary goal is to support designers by providing a means to record and communicate the argumentation and reasoning behind the design process. [3]

  5. The Design of Everyday Things - Wikipedia

    en.wikipedia.org/wiki/The_Design_of_Everyday_Things

    The Design of Everyday Things is a best-selling [1] book by cognitive scientist and usability engineer Donald Norman. Originally published in 1988 with the title The Psychology of Everyday Things , it is often referred to by the initialisms POET and DOET .

  6. Moravec's paradox - Wikipedia

    en.wikipedia.org/wiki/Moravec's_paradox

    The main lesson of thirty-five years of AI research is that the hard problems are easy and the easy problems are hard. The mental abilities of a four-year-old that we take for granted – recognizing a face, lifting a pencil, walking across a room, answering a question – in fact solve some of the hardest engineering problems ever conceived...

  7. Speculative design - Wikipedia

    en.wikipedia.org/wiki/Speculative_design

    Speculative design as a subsidiary of critical design is built on the fundamentals Frankfurt school of criticism. Therefore, critical thinking is an essential aspect of speculative design. [14] Critiquing norms, values and why we design is what motivates speculative designers. Design is a future-oriented practice by nature.

  8. Game balance - Wikipedia

    en.wikipedia.org/wiki/Game_balance

    Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.

  9. Product design - Wikipedia

    en.wikipedia.org/wiki/Product_design

    Product Design Process: The product design process is a set of strategic and tactical activities, from idea generation to commercialization, used to create a product design. In a systematic approach, product designers conceptualize and evaluate ideas, turning them into tangible inventions and products. The product designer's role is to combine ...