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"Designing for Cognitive Differences"
This is a UX article, but I'm thinking how it applies to & other pursuits. /via @carly

Anyone hear the bit on NPR last night about how randomness is more clumpy and less scattered than we expect it to be? I.e., we imagine a random series of numbers to be all over the place, but in reality, runs of one number or another aren't uncommon. I'm wondering if there's a lesson here for game design r/e our cognitive biases regarding randomness.

And here I thought Hell's walls were covered completely with Dogs Playing Poker. Reality is always weirder.

We live in a paranoia machine called civilization.

If you're a game designer who never took a stats class, AnyDice is one of the most useful sites there is.


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