I think the best games do this. Cara men­tioned the FPS exam­ple, but to be frank, it applies to any­thing: card games; beat-em-ups; sports; real-time-strat­e­gy. The first read has to be clear, broad: grokkable, and also aes­thet­i­cal­ly entic­ing. Once enticed, you need that detail to repeat, to be frac­tal, to be backed up by sub­stance. And then, as you delve deep­er, into exper­tise and expe­ri­ence, there’s still depth to reward you, but it nev­er clash­es against that first read you had, the thing that sucked you in.

Infovore » First Read / Sec­ond Read

Inter­est­ing thoughts from Tom on design­ing for dif­fer­ent degrees of appreciation.

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Kars Alfrink

Kars is a designer, researcher and educator focused on emerging technologies, social progress and the built environment.