127. Intimacy Gradient Problem Unless the spaces in a building are arranged in a sequence which corresponds to their degrees of privateness, the visits made by strangers, friends, guests, clients, family, will always be a little awkward. Solution Lay out the spaces of a building so that they create a sequence which begins with the entrance and the most public parts of the building, then leads into the slightly more private areas, and finally to the most private domains. Christopher Alexander, Murray Silverstein & Sara Ishikawa, A Pattern Language intimacy
The Worst Video Game Ever A Podcast from 99% Invisible by Roman Mars & Howard Scott Warshaw 99percentinvisible.org Disorientation
Disorientation Warshaw: E.T. commits the ultimate video game sin: to disorient the user. And you have to understand the difference between frustration and disorientation, right? Frustration in a video game is essential. A video game must frustrate a user, but you should never disorient them. Peabody: Howard says that frustration ultimately creates satisfaction. It’s a huge motivator in a good game, to get better, faster, stronger. Disorientation, on the other hand... To become completely lost designgames