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Playful Design by John Ferrara

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Chapter 11. Games for Action

Conventional UX design can be intrinsically limiting in that it’s centrally concerned with supporting the objectives that users already have when they arrive at the experience, whether that’s balancing their checkbook, reconnecting with high school buddies, or shopping for a new pair of mittens. We design this way with good reason, of course; it only makes sense to build systems that allow people to accomplish the objectives that create a demand for those systems in the first place.

However, as discussed in Chapter 2, one of the characteristics of games is that the designers set the objectives for the ...

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