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Zeigarnik Effect

The Zeigarnik Effect, named after psychologist Bluma Zeigarnik, describes the human tendency to remember unfinished or interrupted tasks better than completed ones. This happens because an incomplete task creates a state of mental tension and cognitive dissonance, which keeps the task active in our working memory. Once the task is completed, this tension is relieved,
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Physical components are easy to interact with

Good game design extends beyond rules and mechanics; it’s also about a game’s physical form. When players can easily handle pieces, read text, and understand visual cues without confusion or frustration, the game’s User Experience (UX) is enhanced. This is the difference between a game that feels intuitive and one that feels like a chore.
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Players can impact random events in meaningful ways

In board game design, few moments are as thrilling—or as frustrating—as the roll of the dice or the draw of a card. Random events are a pillar of game design, introducing unpredictability makes a game replayable. Yet, when pure luck dictates the outcome without any player input, the experience can feel hollow and even unfair.
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Turns increase in impact as the game progresses

With this lens, we are considering how turns in a game increase in impact and importance as the game progresses. Often, this culminates in big and exciting turns to end the game. Not all games have this; some go at an even level the whole way through. Others grow and almost spiral towards being too
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Working Memory

Working memory is like a mental workspace that allows us to hold onto information for short periods while we use it to complete tasks, such as solving problems or making decisions. It helps us juggle different pieces of information at once, enabling us to think and reason effectively in everyday situations. Research shows that the
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Text alternatives are offered when possible

Making a board game accessible simply means making it playable by people with a wide variety of abilities. As I have mentioned previously, making a game more accessible tends to help everyone who plays the game. The metric this particular post will consider is how many games provide text alternatives when possible. Most of the
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Delayed complexity

Delayed complexity in board games refers to the design strategy where rules or mechanics are introduced only when players are ready to engage with them, rather than being explained upfront. This approach allows for a smoother learning curve, as players can focus on mastering simpler aspects of the game initially. By gradually unveiling complex elements
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Large, clear, and high-contrast fonts make the text easy to read

The idea of accessibility is super simple; is the content able to be consumed by as wide an audience as possible. Something that can play into this in a very big way is the presentation of text. As the title of this post states, is it large, clear and high-contrast. These are the factors that
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The Principle of Chunking

Chunking in design refers to the strategy of breaking down complex information into smaller, manageable units or “chunks” to enhance user understanding and retention. By organizing content into chunks, designers can create a more navigable and digestible experience, making it easier for users to process information efficiently. This principle is particularly effective in visual design,
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White space is used effectively

White space, also known as negative space, refers to the areas in graphic design that are left unmarked or free of text and images. It plays a crucial role in creating balance, improving readability, and enhancing the overall aesthetic appeal of a design. Effective use of white space in graphic design significantly enhances board game
