Like any broadly-referenced term, there are many interpretations, scopes, and applications of iteration. These finding are echoed in other studies, as well as being supported by observing everything from how an artist develops a painting to the scientific process. The result is that early iterations see major gains in usability.
Nielsen show that when developing interfaces for software such as a banking application, polling users on the UI experience can provide designers with findings which then inform their next UI iteration. This concept is widely embraced: many game developers have espoused iteration when discussing the design process.
This cycle is progressive, with each iteration building upon and refining the last. This is typically expressed as a cycle, where process is repeated, with each repetition applying lessons learned from the prior. Iteration, as it’s generally known within game development, is the progressive process of planning, creating and testing content. For this reason, I will try to use “I” to express my opinions, where “we” will usually express a fact about the studio. While I am reporting on the practices of the studio, some of the particular reasons behind these practices are my own opinions, which only have partial impact on the actual adoption and implementation thereof. Those views and opinions are intertwined with the interests, history and objectives of Bethesda Game Studios, however. Originally presented at GDC 2014 as part of Level Design in a Dayįull audio/video available on the GDC Vault (requires subscription)Ī note about author voice in this article: As per the usual disclaimers, the views and opinions expressed within are my own, and may not necessarily reflect the views and opinions of Bethesda or Zenimax.