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Game Usability by Katherine Isbister and Celia Hodent
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Game Usability by Katherine Isbister and Celia Hodent

Advice from the Experts for Advancing UX Strategy and Practice in Videogames
⚡9 XP Boosters | ⏱️14 min

How does this help you?

This XP Booster helps you understand how usability shapes player experience by showing that great UX comes from intent and process, not guesswork. Just like studios watch real players struggle through early builds of Halo tutorials or observe where League of Legends newcomers drop off before their first match, Game Usability teaches you to see friction as a design signal. You learn to think about usability as part of the experience pipeline. From player expectations, through interface and control decisions, into retention, engagement, and long-term loyalty.

You will learn

✅ Adjust UX for each platform
✅ Support diverse player needs
✅ Identify friction in player flows
✅ Build first-time player experience
✅ Interpret player actions & drop-offs
✅ Translate feedback into design fixes

9 XP Boosters Inside

  1. Why Game Usability Matters

  2. Adopting a UX Mindset

  3. Test Smarter, See Deeper

  4. Bring UX into the Pipeline

  5. Advocate for UX Like a Pro

  6. Design for Accessibility

  7. Design for Inclusion

  8. Adapt for Platforms That Move

  9. Adapt for Worlds That Evolve

Editors

Katherine Isbister is Professor of Computational Media at UCSC’s Engineering School, where she directs the Social Emotional Technology Lab. Her research team creates interactive experiences at the intersection of HCI and Games/Play to heighten social and emotional connections and wellbeing, with over 100 peer-reviewed publications and games shown at IndieCade (Yamove! and SceneSampler) and other public venues.

Celia Hodent holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft, LucasArts, and as Director of UX at Epic Games (Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, and advisor for the GDC UX Summit.

Game Usability Edited by Katherine Isbister and Celia Hodent

Based on the ideas from Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames, this XP Booster explores how strong teams design for players first. Not in abstract theory, but through practical, proven methods used in successful studios worldwide.

Many people assume usability means simplifying games or reducing challenge. In reality, usability is about removing friction. The challenge should live in the gameplay itself, not in confusing menus, unclear tutorials, or frustrating controls.

Buy This Book

Imagine a player launching your game after a long day. They are excited, but within minutes they hit a confusing menu or awkward control scheme. That moment breaks immersion. Strong usability ensures players are not fighting the interface. Instead, they stay focused on play, flow, and enjoyment.

In this XP Booster, you will learn how games can teach themselves, why empathy is a designer’s strongest tool, and how hidden usability traps cause players to quit early. Improving usability is one of the fastest ways to turn a good game into an unforgettable one.

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