HCI: Homework
- Heuristic 1:
- The Hard-Easy Effect: Suggests that we are overly confident in how successful we will be at hard tasks and under-confident about how successful we will be at easy ones.
- Decision Principle: Movement, Pattern, and Rhythm
- Application: Make the items on screen flow in a way as to discourage profiling of the puzzles’ difficulty.
- Heuristic 2:
- Incentivization: By providing an incentive to a certain behavior, resulting in positive and sometimes negative influence.
- Decision Principle: Balance and Proportion
- Application: By keeping balance and proportion on the visual aspects of the game’s layout, items can not seem to be prevalent over one another.
- Heuristic 3:
- The Availability heuristic: The availability heuristic describes our tendency to use information that comes to mind quickly and easily when making decisions about the future.
- Decision Principle: Focal Point
- Application: Make some items should not be more common / useful than other.
I like the way you’re applying these principles to the game. For the incentive one, I guess the incentive is the payoff you get when you use an item successfully.