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Image by Timothy Dykes

Designing an Intranet with Dungeons & Dragons

The Rules of an Intranet

In D&D, the players follow a set of rules that govern the game mechanics, such as combat, movement, and spellcasting. Similarly, designing an Intranet requires a set of rules that govern the user's interactions with the system, such as navigation, search, and data entry. These rules can be defined through a set of design principles, such as consistency, simplicity, and feedback. Just like in D&D, the UX designer needs to ensure that the rules are clear, consistent, and fair to all users.

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Here are some examples of rules that might apply to an Intranet in the context of the D&D scenario:

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  1. Access Control: Just as the characters need to be authorized to enter certain areas of the dungeon, access to certain areas of the Intranet may be restricted based on job roles or seniority. This ensures that sensitive information is only available to those who need it.

  2. Navigation: Characters need to be able to navigate through the dungeon to find the treasures and defeat the monsters. Similarly, the Intranet should be designed with clear navigation and information architecture so that users can quickly find what they need.

  3. Searchability: In the same way that characters might use spells or items to find hidden treasures, the Intranet search function should be designed to surface relevant content based on keywords or tags.

  4. User Roles and Permissions: Just as different characters have different skills and abilities, different users of the Intranet may have different roles and permissions. For example, a manager might be able to approve expense reports or grant access to certain resources.

  5. Information Management: Just as the characters need to manage their inventory and equipment, the Intranet should have clear guidelines for how information is stored, organized, and updated. This could include policies around version control, metadata tagging, and content publishing workflows.

 

By defining and enforcing these rules, the Intranet can become a powerful tool for the characters (employees) to achieve their goals and overcome the challenges they face in their jobs.

Image by Timothy Dykes

RULES

In D&D, the players follow a set of rules that govern the game mechanics, such as combat, movement, and spellcasting. Similarly, designing an Intranet requires a set of rules that govern the user's interactions with the system, such as navigation, search, and data entry. These rules can be defined through a set of design principles, such as consistency, simplicity, and feedback. Just like in D&D, the UX designer needs to ensure that the rules are clear, consistent, and fair to all users.

Image by Timothy Dykes

CHARACTER SHEETS

In D&D, each player creates a character sheet that describes their skills, attributes, and equipment. Similarly, designing an Intranet requires a set of design documents that describe the system's architecture, components, and features. These design documents can take various forms, such as wireframes, flowcharts, user stories, and personas. Each design document represents a character sheet that describes the attributes and capabilities of the Intranet. The UX designer needs to work closely with the stakeholders to create a set of design documents that reflect the user's needs, business goals, and technological constraints.

Image by Timothy Dykes

EQUIPMENT

In D&D, the players equip themselves with weapons, armor, and magical items that help them overcome challenges and enemies. Similarly, designing an Intranet requires a set of tools and features that help the user achieve their goals and complete their tasks. These tools can include search functions, data visualization, task management, and collaboration features. The UX designer needs to ensure that the tools are accessible, efficient, and relevant to the user's needs and goals.

Image by Timothy Dykes

QUEST MAP

In D&D, the players explore a world that is filled with dangers, treasures, and secrets. Similarly, designing an Intranet requires a map that guides the user's journey through the system. This map can take various forms, such as a site map, a task flow, or a navigation menu. The map should be intuitive, informative, and flexible to accommodate the user's needs and goals. Just like in D&D, the UX designer needs to provide the user with a sense of direction and purpose, as well as a sense of discovery and exploration.

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