Design for dreams not needs

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Everybody has a dream. Everybody has the need to create a legacy. Once you help people move past the fears and anxieties that bury those dreams, their imagination is stirred. They begin to ask themselves, “What would I want for my children, for my society, for my country?” and that hidden seed of a dream is uncovered. ~Sonia Manchanda, Dream:In Design for dreams not needs.  Sonia Manchanda’s memorable phrase immediately captured my imagination when I […] Read more »

Delight is the result of discovering areas in a possibility space

If I were Will Wright, I’d say that ‘Fun is the process of discovering areas in a possibility space.’ We talk so much about emergent gameplay, non-linear storytelling, or about player-centered content. They’re all ways of increasing the possibility space, making self-refreshing puzzles. Theory of Fun In a similar vein, is it possible to say that “delight is the result of discovering areas in a possibility space?” And that to deliver experiences that delight designers need […] Read more »

Designing possibility spaces for experiences

Games usually start at a well-defined state (the setup in chess, for instance) and end when a specific state is reached (the king is checkmated). Players navigate this possibility space by their choices and actions; every player’s path is unique. Games cultivate – and exploit – possibility space better than any other medium. In linear storytelling, we can only imagine the possibility space that surrounds the narrative: What if Luke had joined the Dark Side? […] Read more »