I’ve recently been thinking a lot about geometry mid-year test study guides. As a designer I’ve been reading a lot about how and why designers work with them, how they help them communicate their vision, how they help them develop their ideas, and as a product manager I’ve been wondering how I can apply those same principles to my own work.
Ive been thinking for a while now that I really want to know why other designers do what they do. I feel like I know why other designers use them, but I just don’t know how I can apply them. I think that I should be able to answer that question by using my professional experience as a design manager.
Design managers are the people who are in charge of design, and they are involved in the design process throughout the entire process, from ideation to implementation to product development. Design managers are responsible for the design process from conception to delivery and in my opinion, they are the ones who should be doing the design process. It is in their job description to understand the product and the company’s business and to make that information available to the designer.
What I mean by this is that the design process should ideally be like a well-curated treasure trail, which is that it should be organized to show the product in the best light possible. This is really what the design process should be all about. The design should shine in a way that makes the product better and the designer should have the ability to make that shine more noticeable by making the information more readily available.
What I mean by this is that the designer should know what he or she is attempting to achieve, and should use it to make the product shine more noticeable by making the information more readily available.
The design of any product has to reflect the product’s purpose. The design of the Deathloop prototype for example doesn’t reflect this purpose because it’s meant to be a time-looping stealth/invasion game. However, the information it contains could have been made much more easily available if it had been designed more intuitively.
It’s not a good idea to make the design of the prototype much more difficult because if it could be made to look so much like a time-looping stealth game then it could be the best design ever. But the design of the prototype for example is the only design that could have been made in much more intuitive fashion. Therefore, it is likely that all of the designers involved in the Deathloop prototype would have actually made the prototype look more easily accessible.
If we were designing a new game with a new gameplay mechanic or a new weapon or a new map then we would probably first want to think of how to make the game look as intuitive as possible. Because the design of the Deathloop prototype can look very much like a time-looping stealth game, it is likely that the designers involved would have thought of it that way.
All of the designers involved in the Deathloop prototype would have probably realized that this was a very basic design principle. However, their decision to include a new gameplay mechanic in the game was obviously based on a very simple assumption. The design of the Deathloop prototype was a bit of a stretch at first, but we know that this particular deathloop prototype was built with a very simple mechanics.