Why Web/App Developers Should Learn from Game Developers

Tom J. - Nov 6 - - Dev Community

Websites and apps are starting to look and feel the same. Clean layouts, straightforward navigation, minimal distractions - the epitome of clarity. Well, to me, it's getting way over clarity into being sterile. While clarity is important, this focus has led to a sea of almost identical, forgettable projects. Meanwhile, game developers are crafting interactive, memorable worlds that captivate users.

I have proven and justified things we can learn and use in our field.

Adding a Touch of Fun and Interactivity

I'm not suggesting we turn every website into an open-world one (though that would be some shift!). But incorporating elements of fun and interactivity can make a significant difference. Simple tweaks can transform a mundane experience into a memorable one.

A Personal Example: The Magic of a Button

Recently, we revamped a client's website, and while testing, I noticed a Copy-to-Clipboard functioning button. Initially, it had a basic function - copy the text and display a simple animation. Useful, but not exactly thrilling.

Clicking without reaction

But here's where it got interesting: when trying it, I clicked it twice - a personal quirk I do occasionally. The animation didn't respond smoothly. It felt laggy. It was stiff. So, we spent a bit more time allowing the animation to restart immediately if the button was clicked again, regardless of whether the previous animation had finished.

You know this as a developer - properly stopping animations, handling events, etc. - not a one-minute job.

But the result? A button that felt just AWESOME to click. Users could click it repeatedly and see immediate feedback each time. It became, in a way, a digital fidget toy (I played with it in the next testing for sure).

Clicking with reaction

Why Does This Matter?

First, it makes this feedback-loop in users brain. If they encounter this, next time they’ll be choosing where to get information, chances for it being your projects are rising. All subconscious, but you can consciously contribute.

People - even "busy" managers navigating a B2B site - want to have fun in their lives and appreciate responsiveness and a touch of delight in their interactions. When they press a button, they want to see something happen now. An interface that feels sluggish or unresponsive can lead to frustration, even if it technically works as intended. Stiff is actually a great word for this.

Moreover, users often have different behaviors and expectations. Some might double-click out of habit, while others might miss subtle visual cues. By accounting for these variations, we create experiences that are more inclusive and satisfying.

I know this kinda sounds like the typical advice: "If a user interacts, give feedback immediately." But this is a step up. Have a little fun with your animations. Keep them subtle, but go a little bit crazy in that small local area. And more importantly - let users spam-whatever. You have no idea how big of a miracle this works.

Embracing Iteration and Experimentation

Game developers often throw ideas at the wall to see what sticks. They prototype, test, and iterate rapidly. This approach isn't as common in web and app development. But it should be.

When projects were simpler - think static HTML pages - we could plan everything upfront and execute without much deviation in an afternoon. Today's projects are far more complex than even groups often have "context window" in our brains for. Planning will only get you so far. And if you can't plan start-to-finish, how could you even call it a plan?

Building First, Planning Along the Way

I've started embracing a more fluid development process. Instead of trying to foresee every detail, we begin building and let the project evolve. This doesn't mean we're careless; rather, we're open to discovering what works best through hands-on development and testing.

I see how this approach can seem risky. But in my experience, it leads to better results and is actually less risky because we're not going all-in, rather growing it. We've had projects where our initial plan didn't translate well in practice. By allowing ourselves to iterate, we could pivot and produce something far superior.

One Thing to Be Sure Of - Users Are Unpredictable

No two users are the same. They come from different backgrounds, have different experiences, and interact with interfaces in unique ways. We can't predict exactly how they'll use our products, but we can design with flexibility in mind.

Focusing on the "What," Not the "Why"

Instead of trying to understand why a user might spam-click a button, we acknowledge that they will. Our job is to ensure that the interface responds gracefully, providing immediate feedback and maintaining a seamless experience.

Do you know what will happen? The user will have a happy time, and your project has a higher chance to stick in the user's memory.

It's About Creating a Great Feel

At the end of the day, both games and websites aim to engage users. While games do it through immersive worlds and stories, websites can do it through thoughtful design and interactivity.

Small Details Make a Huge Difference

Inconsistent button animations or delayed reactions will detract from the user experience. Users might not be able to articulate what's off, but they'll feel it. By paying attention to these details, by actually having fun, we create interfaces that not only function well but also feel good to use.

You Don't Need Flashy Graphics or Soundtracks

Adding a touch of fun doesn't mean overwhelming users with animations or sounds. It's about subtle enhancements that make interactions more enjoyable and fun. Think micro-interactions, responsive animations, and intuitive feedback.

Next time, let your favorite AI chat give you a code for a wiggle animation instead of typically changing opacity, hm?

Conclusion

  • Let users spam-whatever your interactions.
  • Have fun with animations and subtle changes.
  • Don't ask "why would they..."; just account for that.
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