This Game SUX: Why & How to Design Sh@*!y User Experiences
Authors
Research Background and Issues
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What problems or challenges did the authors identify?
This study focuses on games that violate normative ("good") principles in game and user experience design. These games aim to challenge existing design practices through unconventional user experience (UX) approaches. Their core characteristic is the intentional design of unintuitive, difficult-to-use, or even frustrating game mechanics, allowing players to experience failure and frustration. The authors refer to this type of experience as "Shitty User Experience" (SUX). -
Why is this issue important?
Traditional game design and interaction design typically adhere to fixed normative principles, such as intuitive mapping and immediate, clear feedback, to provide a smooth and easy-to-learn experience. However, the authors argue that games do not always need to be productive or easy to master. By exploring these non-normative designs, the study opens up possibilities for new forms of game interaction and experiences. These experiences can enrich the emotional expressiveness of games and provide designers with a theoretical framework for developing counter-mainstream designs. -
Research Motivation and Related Work
This study is grounded in non-normative design, queer game studies, and literature on "failure" (e.g., "humorous design," glitches, jank). The motivation is to explore and classify SUX design elements and provide designers with a framework for effectively designing games that intentionally violate UX norms.
Solution
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What methods or solutions did the authors propose?
The study proposed an SUX design framework based on the "Mechanics-Dynamics-Aesthetics (MDA)" framework. By extracting design themes from 31 existing games that intentionally violate UX rules, the study systematically summarized the mechanics, dynamics, and aesthetic experiences of SUX games. -
What are the innovative aspects of this solution?
- Defining SUX: A formal definition of "SUX" was proposed, clearly describing the value and usage scenarios of UX failures in game design.
- SUX MDA Framework: The classic MDA theoretical framework was expanded to include specific themes related to SUX mechanics, dynamics, and aesthetics.
- Diversified Game Experiences: A method was provided for designers to create games that generate meaningful user experiences through negative emotions such as frustration or absurdity.
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What are the implementation steps and key technologies used?
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Data Collection and Analysis:
- The research team built a dataset of 31 games (referred to as SUX games) known for their non-normative designs through brainstorming and platform searches.
- They conducted in-depth gameplay experiences and recorded observational notes, extracting design themes through reflexive thematic analysis.
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Theme Construction Based on MDA:
- Mechanics Themes: Involving abnormal control mapping, asymmetric feedback, and overly specific controls. For example, in QWOP, players must control a character's limb movements in an unintuitive way.
- Dynamics Themes: Including loss of control, rapid failure, and minor failures, emphasizing the sudden or anomalous nature of game states.
- Aesthetic Themes: Divided into success and failure categories, proposing emotional experiences such as "hard-earned satisfaction" and "humor resulting from failure."
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Classification and Discussion:
The study not only analyzed SUX themes but also explored how these themes could be applied to design counter-mainstream user experiences in games and other interactive systems.
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Research Outcomes
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What specific outcomes were achieved?
- Defined "SUX"—a framework for intentionally designed UX failures, providing a theoretical model to enhance game experiences and transcend traditional design.
- Proposed three categories of SUX mechanics themes, three dynamics themes, and six aesthetic themes, supported by detailed design case studies.
- Developed the SUX MDA framework, offering practical tools for game designers to create counter-normative user experiences and analyze related games.
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What advantages does it have compared to existing solutions?
- Systematic Framework: Provides a clear structure based on MDA, making it more actionable than simply describing SU experiences.
- Expanding UX Boundaries: Targets counter-normativity, exploring the design value of negative or "bad" experiences, contrasting with traditional methods that prioritize user comfort and efficiency.
- Interdisciplinary Approach: Combines queer game studies and the art of failure exploration, offering new directions for diversified game theory and design.
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What were the experimental or evaluation results?
- The research team analyzed and summarized 31 SUX games. Recurring mechanics (e.g., abnormal controls) and dynamic patterns (e.g., frequent failures) in the dataset demonstrate the systematic role and universal value of such counter-normative designs in creating enjoyable experiences.
- The model created by the authors is versatile and can even be extended to non-game interactive systems.
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Limitations and Future Directions
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Limitations:
- The dataset is limited; although thematic saturation has been reached, future studies should include more games to enhance generalizability.
- The potential applications of SUX in non-game systems, such as productivity software or social networks, remain underexplored.
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Future Directions:
- Expanding the possibilities of SUX aesthetic themes, including studying how they could integrate with other MDA frameworks.
- Exploring the contributions of SUX mechanics to other interaction designs, such as intentionally using failure or breakdowns to shape "seam design."
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By defining SUX and establishing a design framework, this study brings the value of counter-mainstream design to the fields of game and interaction design, providing inspiration for academic research and practical pathways for designers to challenge norms and create diverse user experiences.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- What are the characteristics of deliberately poor UX (SUX) that violates UX rules in non-normative design?Category: Creative Quality Evaluation and AestheticsSimilar questionsarrow_forward
- Which game mechanics, dynamics, and aesthetic experiences constitute a design framework for SUX games?Category: Creative Quality Evaluation and AestheticsSimilar questionsarrow_forward
- How can the SUX design framework provide practical tools for game designers to create novel game experiences?Category: Creative Quality Evaluation and AestheticsSimilar questionsarrow_forward
Practical Problems
1- Traditional game design limits the diversity of users' emotional expression.Category: Creative Quality Evaluation and AestheticsSimilar questionsarrow_forward
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