What is skeuomorphism?
Then earlier this year, I found a Nelsen-Norman Group article that mentioned "skeuomorphic design". They said:
In digital design, a skeuomorphic design is an object that has unnecessary, ornamental design features that mimic a real-world precedent. Skeuomorphic designs are intended to help users understand how to use a new interface by allowing them to apply some prior knowledge about that precedent.
How skeuomorphism affected my game
- Three Event Cards are drawn that depict a random scenario involving someone/something needing help (e.g. "Aliens" are "suing" "Disney World").
- Three Item Cards are then drawn (e.g. "Emeril Lagasse", "a half empty/full glass of water", and "motorcycle").
- The game is played in a series of three rounds. In each round the competitors tell a story about how they fantastically solve the event using one of the items. Then the round ends.
- At the end of the first and second rounds, one of the judges plays a Wild Card which complicates the situation and nullifies what the competitors did in their stories. Then the next round starts and the competitors continue their story using a new item to save the day.
- After the three rounds, the judges vote for the best story.
- When I played the physical game, I was always there to lay out the cards one by one and explain their purpose. In the digital version, everything is already set up and I wouldn't always be there to explain everything. I could add some things to help explain but I have no space left. Why?
- Small amounts of text on cards led to wasted space. Like physical card games, space isn't a luxury in the digital world and needs to be used wisely. I could make all the cards smaller, however...
- Large amounts of text had to be shrunk to fit inside the card. This was primarily a problem for my Wild Cards so I dynamically changed the font size. But trying to read all these different font sizes takes more cognitive power, believe it or not. And it just looks odd.