Doodads
The playable bits of my posts, all in one place. Try them, and take them into your next workshop.
Paint a sprite
Paint a tiny sprite with this site's one visual rule: four tones, one object, lots of air.
Try it
Click or drag to paint. Keyboard: arrow keys move, space paints, delete erases, 1 to 4 picks a tone.
Pick a tone and paint.
Every illustration here is drawn like this, as a grid in four tones. Switch theme and watch your sprite change colour. From the postRebuilding this portfolio, one pixel at a time
From idea to playable build
Walk one feature through the eight steps, and meet the agent who does each one.
Try it
- 1. Goal
- 2. Plan
- 3. Rules
- 4. Build
- 5. Screen
- 6. Test
- 7. Checks
- 8. Play
I set the goal, written as how it plays: this should be fun with plain rectangles instead of art.
The process from the post. The tests can't be skipped, and nothing ships until it's fun. From the postBuilding a game with a team of AI agents
The diamond
Run a workshop through Kaner's diamond: open up, get through the groan zone, land. With and without the tricks against anchoring.
Try it
Twelve people, one question. Walk the workshop through the phases, and try the two tricks.
0 ideas on the table
After Sam Kaner, Facilitator's Guide to Participatory Decision-Making. The numbers are for play, not from a study. From the postFacilitation is design work
The kernel of strategy
Pick a diagnosis, a guiding policy and actions for a made-up case, and see whether they hold together.
Try it
The caseA public agency's new self-service gets more users every month. Calls to the contact centre keep rising anyway.
Does it hold?
Choose one in each part, in any order.
What is really going on?
After Richard Rumelt, Good Strategy / Bad Strategy (2011). Choose in any order. The case is made up. From the postStrategy is a diagnosis
The first ten minutes
Ten new players, five places they quit. Switch on lessons from games and get them to their first win.
Try it
Switch on a lesson from games:
- 1. A five-screen feature tour before anything happens
- 2. Every feature on screen from the first login
- 3. A submit button that feels final and scary
- 4. The save button says nothing
- 5. Confetti on every click
0 / 10
Nobody reached the first win.
The players are made up. The lessons are from the post: Mario, Portal, Celeste and friends. From the postWhat games teach us about onboarding
Above and below the waterline
Sort the parts of design work into what a portfolio shows and what it hides. Then compare with my take.
Try it
What does a portfolio actually show?
Shows in a portfolio
Hard to show
Above the waterline: 8. Below: 0. Sink what you think is hard to show, then compare.
Tap a thing to sink it or float it back up, then see my take. It's one designer's opinion, not an answer key. From the postThe problem with designer portfolios
Pick the right map
Start from the question you have, and get the kind of map that answers it.
Try it
What do you need to find out?
Pick a question, and I'll draw the map.
After Jim Kalbach, Mapping Experiences. A rule of thumb, not a law: most real maps borrow from each other. From the postWhy you need a map