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We all have several biases interfering with our daily life. But as a designer, you need to be able to be over them when you're making design decisions. When you let your bias rules the design choices that you make, it gets you "blind" to what is happening. You'll center on your thoughts only and most likely will interfere with what you want to accomplish with your design.

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It's the ability to observe everything. Pay attention to every single detail and aspect that is being shown to you, during the testing sessions.

Level 1: being able to observe as much as you can
Level 2: having quality observations!

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OBJECTIVE:
Whats what you want to accomplish with your design

NARRATIVE:
Describe the general narrative of your game

FIRST FIVE MINUTES:
Describe what is going to happen on the first five minutes of your game

GAME/LOSE CONDITION:
Describe how your player will win and lose your game.

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OBJECTIVE:
Whats what you want to accomplish with your design

NARRATIVE:
Describe the general narrative of your game

FIRST FIVE MINUTES:
Describe what is going to happen on the first five minutes of your game

GAME/LOSE CONDITION:
Describe how your player will win and lose your game.

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OBJECTIVE:
Whats what you want to accomplish with your design

NARRATIVE:
Describe the general narrative of your game

FIRST FIVE MINUTES:
Describe what is going to happen on the first five minutes of your game

GAME/LOSE CONDITION:
Describe how your player will win and lose your game.

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OBJECTIVE:
Whats what you want to accomplish with your design

NARRATIVE:
Describe the general narrative of your game

FIRST FIVE MINUTES:
Describe what is going to happen on the first five minutes of your game

GAME/LOSE CONDITION:
Describe how your player will win and lose your game.

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OBJECTIVE:
Whats what you want to accomplish with your design

NARRATIVE:
Describe the general narrative of your game

FIRST FIVE MINUTES:
Describe what is going to happen on the first five minutes of your game

GAME/LOSE CONDITION:
Describe how your player will win and lose your game.

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Ego, our main enemy as a designer. Thinking that everything you have made is good, no matter what others say is the right formula to failure with your design. You're doing something that it is made for others, so you need those people to feel, think and experience what you want, even if is not in the way you initially imagined. Love your designs, but be capable of letting them go when needed.

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It happens when you are being a "real" listener. So is demonstrated when you treat the feedback with empathy, trying to understand what is beyond the words, where the pain is.

Level 1: you hear everything that is said to you
Level 2: you can understand where the pain comes from, even when the player doesnt.

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Observation + Emotion

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Observation + Emotion

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Observation + Emotion

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Observation + Emotion

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Observation + Emotion

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There is a Latin saying that says: "You're not a golden coin, to be liked by all". It applies to life as it does to your designs. There is no way to make everyone happy and respond to every single feedback is given to you. There are even cases in the game design history of great games being ruined by changes made due to lots of suggestions. Always maintain your goal on focus, and let that be the deal-breaker on what you include or not, and don't forget, you are the designer, not your players. Listen and identify the problems they're presenting, no the solutions are being delivered.

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Interpretation, other than just reading, each piece of information has been given to you. Is there present when you can correlate what is being said to your purpose with the project and your design decisions.

Level 1: you can identify what information is actually useful and relevant to your design.
Level 2: you are capable of correlating what you want to get with every part of your project and what is doing with the player to make the best decision.

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Real listening + understand motivations behind

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Real listening + understand motivations behind

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Real listening + understand motivations behind

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Real listening + understand motivations behind

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Real listening + understand motivations behind

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Interpretation of the data and information presented related with your project

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Interpretation of the data and information presented related with your project

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Interpretation of the data and information presented related with your project

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Interpretation of the data and information presented related with your project

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Interpretation of the data and information presented related with your project

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When you are so inloved on your game that you don't want to change anything

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When you are so inloved on your game that you don't want to change anything

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When you are so inloved on your game that you don't want to change anything

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When you are so inloved on your game that you don't want to change anything

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When you are so inloved on your game that you don't want to change anything

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Any preconceptions that might affect the objectivity of our perceptions and approaches

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Any preconceptions that might affect the objectivity of our perceptions and approaches

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Any preconceptions that might affect the objectivity of our perceptions and approaches

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Any preconceptions that might affect the objectivity of our perceptions and approaches

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Any preconceptions that might affect the objectivity of our perceptions and approaches

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When you want to please everyone on the suggestions made to your game.

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When you want to please everyone on the suggestions made to your game.

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When you want to please everyone on the suggestions made to your game.

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When you want to please everyone on the suggestions made to your game.

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When you want to please everyone on the suggestions made to your game.