This is an installment in a multi-part essay covering board game “Player Experience” or “PX” feel free to start at the beginning, or just jump right in!
To begin our exploration of Player Experience (PX), I feel it’s important to take a step back, and understand some underlying concepts. Luckily, there have been decades of research on human-centered design (and, turns out, board games are intended for consumption by humans). So to set down some vocabulary around fundamentals, we’ll begin with an analysis of board games from a raw “User Experience” or “UX” perspective.
No discussion of User Experience or Human-Centered design is possible without a peek at the research of Don Norman. In his seminal work, The Design (‘Psychology’, in some printings) of Everyday Things, he lays out a series of terms for describing an experience a user can have with a system. He’s gone on to clarify many of these topics through successive editions of the book, and a great online presence. Continue reading