A Heuristic Analysis of Your Game

      I'm currently taking a course in human-computer interaction (HCI) in which the focus is to create a smooth and exemplary user experience for a smartwatch app by applying the principles we learn in class. One of the only requirements for our app is that it not be a game. Why? Building a game for a watch is an entirely different beast than building an app, and the "human-computer interaction" part requires a slightly different approach.

      That being said, we recently learned of Nielsen's heuristics for interface design and the method of heuristic analysis in general. I'd like to share with you all how a heuristic analysis is done and why it might be a good thing to do for your game. I also did a heuristic analysis of two games to see what I could learn, and how I could apply those principles in the future.

Heuristic Analysis

      Before I go any further I must say that if you would like to hear an explanation on this topic from the man himself, here is the link: How to Conduct a Heuristic Evaluation. A majority of

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