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Reddit mentions of Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions

Sentiment score: 1
Reddit mentions: 4

We found 4 Reddit mentions of Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions. Here are the top ones.

Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
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    Features:
  • Rockport Publishers
Specs:
Height10.25 Inches
Length8.75 Inches
Number of items1
Release dateFebruary 2012
Weight2.10761922472 pounds
Width0.75 Inches

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Found 4 comments on Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions:

u/iamktothed · 4 pointsr/Design

Interaction Design

u/waffleburner · 2 pointsr/userexperience

You should get this book instead and practice doing usability tests, interviews, field studies and different workshops https://www.amazon.com/Universal-Methods-Design-Innovative-Effective/dp/1592537561

u/DXimenes · 1 pointr/RPGdesign

There are several levels of playtesting formality, and that will depend entirely on your access to resources. Something that will probably never change is that you have to start playtesting in-house before opening it up for public, because most systems are too raw when starting up. Public testing also serves a double purpose of collecting feedback and building an audience at the same time, if you're lucky and do it correctly.

About coming up with important question when going public, or even when observing your own players, I have a few caveats:

  • Observing people during play is often better than asking them what they thought. Most people do not know what they want until they get it or are enough of design nerds to concretely understand and express why something rubbed them wrong. If you can have a friend run the game for other friends and be present as an observer taking notes, you might learn more than asking directly. Running the game yourself is, of course, an option, but it comes with the troubles of multitasking;
  • "Did you like it?" are good question for encouragement, but not that good for playtesting (unless the majority of answers are "No"; then you have a great indicator). Try to ask more objective questions like how did players feel at certain points in combat, if there was a feeling of getting stuck at any point during play, &c.
  • While quantitative research is great for some metrics and finding new problems to solve, it sucks for finding solutions. When you're in doubt, opt for qualitative.

    Universal Methods of Design is a great book overall and explains lots of tools used in every part of a design workflow, and a lot of them are intended for product testing, if you're interested on some harder reading.