|As per my cousin and co-creator of WOT suggestion – we will employ the “principle of least astonishment” for users in designing the game interface for World of Twine. What exactly is this?
The principle of least astonishment, sometimes also referred to as Principle of Least Surprise, applies to user interface and software design, from the ergonomics standpoint. It is alternatively referred to as the law or rule of least astonishment, or of least surprise. The principle can be stated as “if a necessary feature has a high astonishment factor, it may be necessary to redesign the feature.” In general engineering design contexts, the principle may be taken to mean that a component of a system should behave in a manner consistent with how users of that component are likely to expect it to behave, i.e., users should not be astonished at the way it behaves.
|So – as potential users or players of WOT would hope that with the skills they already use on their smart phones, tablets and PCs, they can play the game.
Of course there will be surprises, and parts of WOT of creatures which appear from nowhere and even likely people as well – for good or ill- this will be our goal.