No first impression

Designers don’t know what it feels like to be introduced to their own product.

If you develop a horror video game, you won’t know whether the game is scary or not before testing.

How could you be scared? You know what’s around every corner. Your relationship is different with it than anyone else.

Fresh eyes are part of a good process. Only others know how it feels to turn a corner for the first time.

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The sapir whorf hypothesis

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