UX design lessons from fighting games
summary
The talk maps fighting-game mechanics (from Street Fighter, Tekken, Mortal Kombat) to UX patterns and demonstrates concrete prototypes: a combo-trainer onboarding that teaches action sequencing, an input-buffering/debounce pattern to make form entry more forgiving, and hit-confirm microcopy for instant feedback. It describes how the prototypes clarified versus confused state, and which patterns were shipped into products versus abandoned.
AI-written summary · about
chapters (7)
- 0:00Introduction
- 1:33Rhythm and flow in UX
- 4:18Intuitive interfaces
- 7:09Cross-cultural UX
- 9:07Global UX case study
- 11:17UX challenges solved
- 13:58Summary
related talks
09mgames teach you UX
49mUX Design - The Glue That Binds
01h 03mThe role of UX Designer in the team; how to efficiently built them in the production pipeline
36mUX designers /developers collaboration anti patterns
26mWhat Every Developer Must Know About User-Interface Design and UX
49mCo-creating with UX and Software
33mBeyond Buttons: Crafting Satisfying & Easily Marketable Products
43mGame Design lessons from designing Football, Tactics & Glory
