Andy Allen (!Boring) on serious play: applying video-game craft - game feel, spatial and sonic design, prototyping, and delightful interactions - so everyday software feels rich to use, not only efficient to complete.
People
Andy Allen
Methods
Interaction DesignDesigning how people act with a product over time: controls, states, feedback, flows and micro-interactions. Turns goals and constraints into concrete behaviours that feel clear and forgiving, informed by perception, cognition and the physical or digital context of use.
PrototypingBuilding disposable stand-ins for a product — from paper and clickable wireframes to coded spikes — so teams can try interactions before committing to build. Used to explore options, align stakeholders, and run usability tests on something people can click or walk through. Fidelity should match the question: low for flow and structure, higher when timing, motion or real content matter.