User experience (UX) is everything a person feels and thinks while using a product, from their first impression to how they remember it afterwards. The factors that influence user experience are the qualities that make that experience good or bad. The principles of interaction design are practical rules designers follow to create those qualities on screen.
In What Is Interaction Design (IxD)? we looked at the ideas behind interaction design. This post turns those ideas into two checklists you can use on any game or app: the six UX factors and the five key principles.
The UX honeycomb: factors that influence user experience
The information architect Peter Morville drew the factors as a honeycomb. At its centre is valuable: a product must deliver value to its users and to its makers. Around it are the qualities below.

| Factor | Question to ask | Game example |
| Useful | Does it meet a real need or give real enjoyment? | A tutorial that actually helps players, not one they skip. |
| Usable | Can people use it easily and efficiently? | Controls that respond instantly and menus that take few clicks. |
| Desirable | Is it attractive and does it create positive emotions? | Appealing art, music and satisfying animations when you win. |
| Findable | Can people find what they need? | Settings, save files and the map are easy to locate. |
| Accessible | Can people with different abilities use it? | Subtitles, colour-blind modes, remappable buttons, adjustable text size. |
| Credible | Do people trust it? | No hidden costs, clear privacy settings, no misleading adverts. |

The five key principles of interaction design
1. Consistent
Similar things should look and behave the same way everywhere. If “A” means confirm on one screen, it should not mean cancel on another. Consistency lets players transfer what they learned, and it follows conventions from other games (for example, the Escape key opens a menu on PC).
2. Perceivable
Users must be able to notice what they can do and what is happening. Important buttons should stand out, and important information (low health, a new objective) must be seen or heard. Perceivable design uses more than one sense, such as a sound plus a flashing icon, so that information is not lost.
3. Learnable
A good interface is quick to learn and hard to forget. Teach one thing at a time, use familiar icons and labels, and let players practise safely. Learnable interfaces reveal advanced options only when players need them.
4. Predictable
Users should be able to guess what will happen before they act. A button labelled “Quit to menu” should not delete progress without warning. Predictable design uses clear labels, previews and confirmation messages for actions that cannot be undone.
5. Feedback
Every action needs a response, and it should be immediate. Buttons change colour when pressed, a coin makes a sound when collected, a loading bar shows progress. Without feedback, users press again and again, or give up because they think nothing happened.
This short video from the Interaction Design Foundation summarises the five principles with everyday examples:
How the factors and principles work together
The six UX factors describe the result you want; the five principles are the tools you use to get there. For example, a game becomes more usable when its controls are consistent and give instant feedback, and more findable when menus are perceivable and predictable. When a playtester says “this feels clunky”, the checklists help you turn that vague feeling into a specific fix.
Remember that UX is about real people in real situations. A mobile game might be played on a noisy bus with one thumb and the sound off, so information that is only given by sound breaks the perceivable principle for that player. Designers therefore build personas (short descriptions of typical players) and test in realistic conditions. You will use these ideas again when you wireframe a game interface in the next lesson.
Example
A student tested a Scratch quiz game with five classmates and used the two checklists to find problems:
| Problem observed | Factor or principle broken | Fix |
| Players did not know whether their answer was right. | Feedback | Add a “ding” sound and a green tick, or a red cross with the correct answer. |
| The “Next” button moved to a different corner on each screen. | Consistent | Keep navigation buttons in the same place. |
| One player could not tell the red and green answer buttons apart. | Accessible, Perceivable | Add icons and text labels, not just colours. |
| Players could not find how to restart. | Findable | Add a restart button to the results screen. |
| Clicking “Home” lost the score without warning. | Predictable | Ask “Are you sure? Your score will be lost.” |
Exercise
- Copy the UX honeycomb into your notebook and add one example from your favourite game for each factor.
- Evaluate a game menu or app screen against the five principles. Give each a score from 1 to 5 and explain your lowest score.
- Suggest three accessibility features a mobile puzzle game should include, and say which players each one helps.
- Design the feedback for collecting a coin: describe the sound, the animation and the change in the score display.
Next: How to Wireframe a Game User Interface: Best Practices for Designing Interactions
Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 1: Introduction to Interactive Design – Specific Objective 5 (“outline the factors that influence user experience”); Specific Objective 6 (“identify the five key/main principles of Interactive Design”).
Attributions to media used in this post:
UX Honeycomb.png – Peter Morville; Andrew Lehti – CC0 (via Wikimedia Commons)
InclusiveGameLab Person-Using-Adaptive-Controller 1 CC-BY-SA.jpg – InclusiveGameLab – CC BY-SA 4.0 (via Wikimedia Commons)
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