On-the-floor

On the Floor

Thinking about the Process - with Videogames
You might remember the first time you were dropped into the 8-bit world of Super Mario Brothers. Limited colours, unfamiliar mechanics, threatening turtles. With a little bit of work, you figured it out - how to interact with the world and find out that the princess was, indeed, in another castle.
 
At some point, you bumped the underside of a question block and discovered that some considerate individual had placed coins everywhere. That coin looked like this: a collection of orangey-yellow pixels. How did you know it was a coin? It made a proper coin sound effect, with animation reminiscent of a coin spinning. It had enough coin-ness to be convincing, even though a real coin looks nothing like this.
 
That blob of pixels was presented, and accepted, as a coin because it built an idea in the mind of players - a picture that looked more like this - the golden coin archetype.
 
How does this tie into design? A large part of what designers think about is user experience. Before pen is put to paper or mouse to Photoshop document, there's planning: how best to communicate the ideas that our clients want to present. 
 

If we look at these two coins, one exists in the game, and one exists in the mind of the end user. For all of its sophistication, the web is still a nascent medium - we can do a lot in terms of interaction, presentation and thoughtfulness, but there are limitations. As designers, we strive to overcome those restraints. By building the collection of pixels, our goal is to build the idea. 

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