Having applied user experience design principles to our level timer, let's go back and take a look at the Tools Station we created in the last chapter. When testing with my users, I discovered that it was not intuitive for the player to have to head for a tool station every time they wanted to rotate the puzzle, especially within a timed experience. When we receive feedback like this, there is only one solution: redesign! Let's look at the following diagram:
After a couple of rounds of testing and interviews with my players, it became clear that having to go back to the tool station ...