Designing a module, rulebook or supplement is only half the battle. The best content in the world is useless if you make it too hard to read, understand and use.
Gaming books, modules, rulebooks and supplements, can be complex beasts. A book’s UI (its User Interface) is a critical part of the design process. (User interface is all about how a user interacts with a thing—in this instance a book or PDF.)
As a publisher, I want my readers’ UX (their user experience) to be as enjoyable as possible.
Innumerable factors go into determining a book’s UX. Listing them all would be a heroic endeavour, particularly if I paired that with a list of things to consider when designing a book’s UI. So I’m not going to do that.
Instead, I’m going to ask you four questions:
- How will your customer want to use the book?
- How will your customer actually use the book?
- Why are #1 and #2 different?
- How can you make your book more user-friendly?
Give some deep thought to those questions, and you’ll be well on the way to designing a better book for your customers.