Game design is fascinating to me. As designers, “gamification” was all the rage a few years back, inspired by apps like Duolingo that made it fun to progress in a product. Raph Koster outlines a twelve-step, systems-first framework for game design, complete with illustrations. Notice how he’ll use UX terms like “affordance” because ultimately, game design is UX.
In step five, “Feedback,” Koster provides an example:
[The player] can’t learn and get better unless [they] get a whole host of information.
- You need to know what actions – we usually call them verbs — are even available to you. There’s a gas pedal.
- You need to be able to tell you used a verb. You hear the engine growl as you press the pedal.
- You need to see that the use of the verb affected the state of the problem, and how it changed. The spedometer moved!
- You need to be told if the state of the problem is better for your goal, or worse. Did you mean to go this fast?
Sound familiar? It’s Jakob Nielsen’s “Visibility of System Status.”


