~/talk

UX design lessons from fighting games

Talkat NDC Sydney 2017 · 2017-08-14..08-18· [design-collaboration]
links:none on file
slides:none on file

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

  1. 0:00Introduction
  2. 1:33Rhythm and flow in UX
  3. 4:18Intuitive interfaces
  4. 7:09Cross-cultural UX
  5. 9:07Global UX case study
  6. 11:17UX challenges solved
  7. 13:58Summary
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