Puzzle Maker’s Dictionary — Practical Puzzle Design and Player Understanding

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Mental Models, Affordances, and Signifiers: Design for What Players Think the System Is

Technical terms: Player mental model, Affordance, Signifier, Telegraphing, Readability

A player mental model is the person's working understanding of how the system behaves. An affordance is a possible action offered by an object or interface. A signifier is a visible or audible cue that communicates that possibility. Telegraphing shows a likely event or consequence before it occurs. Readability is how easily relevant state and relationships can be perceived.

What you can do with it

Make important actions and consequences inferable before error. When a player fails, distinguish a difficult decision from an incorrect model of the interface.

Ask a player

What did the screen make you believe would happen before you acted?

Nearby ideas

Terminology synthesized from interaction design, especially the distinction between affordances and signifiers associated with Don Norman, and common game-design usage of telegraphing and readability. ---

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