You’ve encountered a door like this. One that looks like you should pull on it, but really you’re supposed to push. Those doors you hate have a name: “Norman doors.”
They’re named after Don Norman, a UC San Diego cognitive scientist, who identified this phenomena in his book “The Design of Everyday Things.”
to Norman, pushing on a door that says “pull” isn’t necessarily your fault. It is just poorly designed.
So what’s the solution to this mess?
Norman explains two principles of design that make objects, including doors, more intuitive to use.
One is discoverability — that is, just by looking at the door, you should be able to detect what you could do with it. So a door with only a flap would be more intuitively interpreted as something you push on rather than pull.
A well-designed object should also provide you feedback while using it.
Feedback involves any visible, tactile, auditory or sensible reactions that help signal whether your attempted use of the object was successful. In the case of doors, the twistable knobs would signal to you whether the door is locked or not.
And perhaps the true test of a well-designed door may be whether your family cat can open it with ease.
Gaming study by itaykeren looks at the subject of how scrolling works in 2D video games, the hidden design methods which control the presentation of levels around the playable character:
… I was quite surprised that camera work, a subject with more than 30 years of history in games, was hardly discussed.
Scrolling or Panning refers to any attempt to
display a scene that is larger than what fits in a single screen. There
are many potential challenges with scrolling, like choosing what the
player needs to see, what we as designers would like the player to focus
on, and how to do it in a way that’s fluid and comfortable for the
While I’m going to focus on 2D camera systems, many of these general concepts apply to 3D as well.
The study provides various GIF examples like the ones above, and should be of interest to anyone involved with Game Design.