Video games have come a long way over the years. The complexity of gameplay, objectives and story lines has continued to grow, leading game designers to devise clever and entertaining ways to explain what’s going on, what your goals are, and how the controls actually work.

The techniques used in video games can teach us lessons for all kinds of product experiences. Whether you’re explaining to users how your web app works or showing a user how to set up their smart phone for the first time, video games can help illustrate how to find the balance between instruction and entertainment.

Below are a few lessons that video games can share about creating great product experiences:

Don’t Expect People to Read the Instructions.

Many games include a tutorial at the very beginning to give users a hands-on lesson on how the game and controls works. The image above is from Call of Duty, showing the training course that serves as the first level. Simulating the actual gameplay in a structured environment gives users a chance to test things out.

Walking users through their first experience with your product will give them an opportunity to learn how to do something without any concerns about making a mistake or accidentally deleting something.

Take Advantage of Downtime

Most modern video games use load screens when first starting up or in between levels. It’s common to see tips or tricks included on these screens, so that users aren’t just staring at a dead screen. The image above (also from Call of Duty) shows how each load screen has an “Intel” area where game tips are shown.

With many products, there is going to be some inevitable downtime. It may be when a user is waiting for an email confirmation to show up in their inbox. Or as a travel site completes a search, or a device is being configured for the first time, or a piece of software is installing. Take advantage of that time to educate a user about a feature or tip that may not know about. By sprinkling this kind of information throughout the product experience, you will work towards building smarter and savvier users.

Build a Great Default Experience. Then Allow Users to Change It.

When game designers create a game, a lot of thought is put into how the controls should be setup. When a user first picks up the controller, the interaction should be intuitive, responsive and enjoyable. So nailing the default setup is crucial.

But there are always users who want to have specific preferences. Maybe they are used to a layout from a different game and want to configure this game to work in a similar way. Not allowing for this type of customization can lead to annoyance and frustration.

Most users won’t change initial preferences, so focusing on building a good default experience is a must. But allowing power users to go in and edit the experience to their liking is an important part of building loyal fans.

Saving Progress Should Be Easy.

I still remember playing the original Super Mario Brothers. Three lives, no way to save. You basically had to play it all the way through in one sitting. It was maddening (though oddly intoxicating for an 11 year old).

Most games today employ Checkpoints. As you’re playing, you’ll hit a checkpoint and your game is automatically saved to that point. Having your work saved without requiring a user to manually take an action is a good idea for obvious reasons: we’ve all seen hours of work lost when something happens to our computer before we saved it.

The less responsibility that a product places on a user for having to do certain tasks or follow certain practices, the better. One example of this is a shopping cart on an e-commerce site. If a user has added something to their cart, it should be there the next time they come back, regardless of whether or not the last transaction was completed (or even if they have an account with that site).

(Note: as I write this post, I see a Draft copy being automatically saved every so often in the toolbar. Nice work WordPress!)

Video Games Are Nothing But an Extended Product Experience.

A video game is judged solely on the experience it provides a user with. By adopting some of the best practices used by video game designers, businesses can ensure customers find their products both entertaining and easy to use.

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Two weeks ago I had the pleasure of attending TechCrunch Disrupt, a three-day conference here in New York that focused on disruptive technology and media. As part of the event, promising start-ups were given a few minutes to present their ideas on stage to a panel of judges.

On Day Two, a company named art.sy presented their plan to change the way people discover fine art online. One of the judges they presented to was Jason Calacanis, CEO and Founder of Mahalo, a user-powered search engine. During their product demo, art.sy had a problem connecting to their site over the network and they stumbled over showing a key piece of their product.

When the judges shared their feedback, Jason Calacanis has this exchange with art.sy founder Carter Cleveland:

Calacanis: “What you have to do when you do these presentations is you have to channel Steve Jobs. And after he shows you something, he’s like, “Oh, and one more thing, let me show you something…insane.”

Cleveland: “That’s exactly what we did when the internet just like…when the search page stopped working.”

Calacanis: “That’s no excuse. You could have had this demo in tabs and as a screencast and you should have had that as a backup. That’s your f*ckup. You’ve got to be ready for the Internet to get screwed up. You’re at an Internet conference! You have to do better. You should have had it canned so you can switch immediately.”

And for anyone following Apple’s Worldwide Developers Conference (WWDC) today, you probably know that Steve Jobs had his own network connection problems during his presentation of the new iPhone. As Jobs floundered around, trying to get the wi-fi to cooperate, he seemed to have no backup plan, finally giving up and jumping over to a lame comparison of photo quality in the new version of iPhone (video embedded below).

It was odd to see the usually polished Jobs make such an amateur mistake during a product demonstration. But it further proves the importance of Calacanis’ comments.

There are no excuses for a bad presentation.

Creating a backup plan is a crucial part of being a great speaker. So when you get up in front of a group of people, make sure you’re ready for anything.

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The late, great comedian Mitch Hedberg had a lot to say about the craft and business of being a comic. Here is how he described the art of showmanship.

As a comedian, you have to start the show strong and you have to end the show strong. Those are the two key elements. You can’t be like pancakes. You’re all happy at first, but then by the end, you’re sick of ’em.

It’s easy to start strong. A customer hears about your product and becomes excited by the potential offered. It seems to solve a problem they have. Maybe the experience starts with seeing your commercial on television. Or on the shelf at a store. Maybe they have read through your website and decided to sign up for your service. Perhaps your salesperson has just finished a pitch and convinced the customer they want your product.

In other words, they were hungry. They looked at the pancakes, and man, did they sound good.

“I’ll have the pancakes.”

But then they dive in. They start using your product and it’s alright at first. But as they continue to use it, the disappointment starts to set in. The experience is frustrating. The interface is confusing. It becomes a chore. The initial excitement is gone, it becomes unpleasant, and in the end, they’re happy to see it taken away.

It is no longer enough to just drive sales. Your product needs to continually deliver. It needs to live up to the initial promise. Marketing is more than just getting people to buy. The end-to-end experience people have with your product is also marketing. In fact, it’s the most important part, because if you’re leaving people sick of your product at the end, word will spread. The Internet provides everyone with a megaphone and if they aren’t happy, others will know.

And then what happens? People will stop ordering your pancakes.

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In a 1964 court case deciding whether a movie was to be deemed obscene or not, former Supreme Court Justice Potter Stewart said:

“ I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description [“hard-core pornography”]; and perhaps I could never succeed in intelligibly doing so.

But I know it when I see it, and the motion picture involved in this case is not that. ”

In other words, he couldn’t define obscenity in words but he could decide whether or not something was obscene by actually seeing an example. This concept became the basis for the common expression “I know it when I see it.”

“I know it when I see it.”
While it’s admittedly an odd parallel, I’m a big believer that most people know good websites when they see them. And they’re able to spot a bad one a mile away. And by “most people” I’m referring to web designers, developers, users and yes, even clients.

But it’s a rare skill to be able to describe what makes a website good. Putting things into words is much more difficult than reacting to what we can see, use and interact with. And it’s even harder to be able to visualize what things will look like based on just reading text.

So why does every web project start with words? Clients write a Request For Proposal, vendors respond with a written proposal, and everyone decides on critical issues such as cost and time lines all before anyone has seen anything. This is why there are so many mediocre websites out there. And why so many clients and vendors get frustrated during the process. We all assume everyone can put what they want into words and that’s not the case.

Don’t Just Say It. Show It.
Wireframes and prototypes can serve as a great starting point to capture ideas early on in a project. It allows everyone to actually see what is being discussed, allows good ideas to be demonstrated, and often leads to bad ideas being killed early. I’ve used this process on multiple projects and it always produces better results in the end.

Starting out a project with something visual, something people can interact with and react to, is definitely unconventional. Few people do it. Which is why you might want to try it.

Too much of our business focuses on the end result. Maybe it’s time to reevaluate the process that produces those results.

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Another day, another celebrity sex scandal. The latest saga involves the sordid affair between motorcycle-building and Sandra Bullock-marrying Jesse James and some “tattoo model” named Michelle McGee. Several days ago the smoking gun was finally revealed: text messages that James had allegedly sent to McGee.

All of this is happening in the wake of the Tiger Woods debacle, which happened to include an incriminating voicemail Tiger had left on his mistresses’ phone.

(A piece of advice: If you’re golfing legend Tiger Woods and you need to ask someone to change a voicemail message so your wife doesn’t find out about your affair, don’t leave that request in a voicemail. And definitely don’t start the message with “It’s me, Tiger.”)

Here are two different examples of wealthy, famous individuals who both have a lot to lose from the public knowing about their affairs. And what did they both do?

They handed someone they couldn’t trust a lever.

What’s a lever?
A lever “will lift, pry, or force an object to respond through the proper distribution of pressure,” according to the book, Games Criminals Play by Bud Allen and Diana Bosta. In the book, the authors outline how criminals manipulate people. For example, inmates create a setup against a corrections officer in order to gain leverage over that individual. It usually has to do with getting them to bend the rules slightly, like by sharing a cigarette with the inmate (which is against the rules within prison). They then threaten to report the guard for the infraction unless some other favor is done for the inmate. The situation can continue to escalate, leading to serious crimes like having the guard smuggle drugs or weapons into the prison.

If you’ve ever read a news story about a prison guard risking their job and their family by doing something serious like this and wondered why they would do it, this book outlines the process the probably led up to it.

Not Just For Corrections Officers
I’m assuming not too many readers of this blog work in a prison. But I share this book because I consider it recommended reading for everyone. It outlines some basic principles of human behavior and psychology, describing a sequence of events that can lead to people being manipulated and doing things they would have never imagined. And it usually starts by handing someone a “lever” that can be used against them.

And it’s not just celebrities that make these mistakes.

Obviously, whenever someone cheats on their partner, they are handing a great deal of power to the individual they cheat with. But it applies on a smaller level too. When you tell a co-worker you weren’t really sick when you called in the other day, you handed them a lever. When you engage in gossip about someone, you hand a lever to the person you’re sharing with. Most of the time the lever is never used. But by continually handing them out, you’re increasing the chances that it will be.

Don’t be manipulated.
Games Criminals Play describes various setups and how they are used to influence people’s behavior. A lot of colorful language is also used to describe the process, like lever, ducks, stings, and protectors (I won’t spoil it by explaining what each one means). There are also a few entertaining case studies that describe actual events and situations. It’s a great book and has a lot to share about making sure you aren’t being manipulated.

So the next time someone mentions the great work you’re doing and how it’s obvious your boss doesn’t appreciate you, ask yourself: Are they just looking for a lever?

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Mark Webster

About Mark Webster

One of the Co-Founders of SideTour, former TechStar (NYC Summer 2011), ex-NBA'er, and past TechCrunch Disrupt Hackathon Winner.