I’ve built and designing web pages since 1996. Having seen the art of web design evolve I can honestly say the best book I read on the subject and recommend more than any other is “Don’t Make Me Think” by Steve Krug. It brought a sense of clarity I had never felt before. In 1996 people were trying anything and everything when designing web pages. Anything was possible so it was time to experiment. Which is great but as Krug’s book pointed out, visitors didn’t care much for our experiments. They typically only spent a few seconds on any web page and were quickly looking elsewhere. “Don’t Make Me Think” made this painfully obvious and then explained the conventions that had emerged over the years. Your logo goes in the top left hand corner or across the top of the page, don’t use fancy words in your navigation menu, on and on. “Don’t Make Me Think” seemed to cut through all the endless possibilities and get down to business.
Now that I’m building social games I can’t help but wish there was an equivalent book to give some clarity. A book that could quickly outline the conventions emerging today. I know many in the field would throw up their arms and say each game is unique and hence the menu system should be designed accordingly. However I heard the same things with web design and when you get right down to it, our audience isn’t that much different than those surfing web pages. Seconds lost trying to figure out how to add neighbors or add a bookmark can cost you that customer. I know how to make a link big and bring attention to it, but everything can’t have emphasis. It’s all a balance; a balance easier made if you know the conventions. Thankfully a much smarter man than I outlined them for web development, now can someone do that for social games? Granted it might still be a bit early, but I’m sure eventually Krug or someone will write “Social Games, Please Don’t Make Me Think”. On second thought that might not be the best title, but you get the point.
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Start assembling a notebook yourself — look at the most popular FB or other social games and see the conventions that are emerging there.
Unlike the early days of web design, the top social game designers are rigorously focused on user data — so any interface design element in a Zynga or Playfish titles is most likely a proven success.
Then publish it and profit!
Agree with Facebook Indie Games. I'm sure a lot of folks would love a book like that (myself included)
Agreed. The list has begun.
Well, my book in progress won't focus exclusively on the UI design of social games, but it will touch upon it through discussing gameplay, tutorials, etc. – and you can't really escape UI issues while doing that. Please follow the book notes via the link.
Just post the notes on a blog, like Aki does. The act of gathering the notes will be what makes you smart enough to write the book.
Great blog. Really looking forward to your book.
Just my two cents but my limited experience with social games suggests otherwise. The games seem to have a LOT to offer in the beginning, unlike the traditional websites you mention. I believe the bigger challenge in social games is getting people to stick around.
Here's my shameless plug but I actually just wrote about Farmville, outlining some of the issues I saw… including keeping people around:
http://hookorsink.com/2010/04/06/farmville-game...
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