There's a concept from game studies that can make the difference between product success and failure. It's called Ludonarrative Dissonance. Simply put, it's the divergence between "fluff" (lore or descriptions of a character ability) and "crunch" (how that ability performs in the game). Given that "give your user a superpower" has been a product meme for over a decade, the relevance of this should be clear. Our marketing tells the customer (whether the user, or a business-grade "chooser") that the software will be awesome, saving time and boosting productivity to more than justify the cost. And then it gets to the end-user, who is quickly dragged into a morass of what Jared Spool calls "tool time." Instead of devoting their work hours to "goal time" they must spend effort just meandering through your product and trying to get it to do what they need it to do. That's not a superpower; that's more like a curse. This is a surefire way to destroy the productivity of your customers. Even if your users are not the choosers, you will start losing subscribers. Even worse, the product teams - if they are doing the bare minimum of user research - know this. But they become trapped between the needs of the customers and the iron rule of the business model. This predicament grinds away at the "world class talent" you hired until the teams are completely destroyed. The only way out is to give them permission to stop lying to their customers and themselves. Read more: https://lnkd.in/eJ9yrTTK
“When product teams lie to themselves, they fall apart.” Truer words. Authentic purpose holds teams together.
Lead Experience Designer
2wI love incorporating game design principles into software and service design but definitely was not expecting ludo being cited for UXD. Well done.