
Design is the successive application of constraints until only a unique product is left. -Donald Norman, The Design of Everyday Things
Introducing Design
"Design" is half of "game design." As a concept and as a practice, the idea of design sits at the center of an exploration of games and meaningful play. Yet it is difficult to define. Like the term game, design is a concept with many meanings, "Its definition depends on whether design is considered to be an idea, a knowledge, a practice, a process, a product, or even a way-of-being."[1] Lacking a neat consensus, is it possible, or even appropriate, to offer a general definition of design? Where do we go from here?
We could begin by listing familiar kinds of design practice: graphic design, industrial design, architecture, fashion design, textile design, urban planning, information architecture, design planning . . . the list could go on. Each of these practices involves the "design" of something, be it an object (such as a chair or a typeface) or a plan (such as a transportation system or an identity system). What else do these practices share in common? People, of course. Each design practice has a human being at its core. Although this might seem obvious, it an often overlooked basic feature of design. We think it is of particular importance to game designers, for people are at the heart of the games we create. [1]Alain Findeli,"Moholy-Nagy's Design Pedagogy in Chicago, 1937-46." In The Idea of Design, A Design Issues Reader, edited by Victor Margolin and Richard Buchanan (Cambridge: MIT Press, 1995), p. 29.