Six Design Lessons from the Success of Wordle: Make Things For An Audience of One - Deepstash

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Six Design Lessons from the Success of Wordle: Make Things For An Audience of One

Six Design Lessons from the Success of Wordle: Make Things For An Audience of One

When we’re creating things, it’s normal to start worrying about how our audience will react. All those different people, with different aesthetics! Some of them are gonna love this part of what you’re doing, but hate this other part. Worrying about this can lead you into a rathole of self-censorship, where you try to satisfy everyone and wind up satisfying no one.

Wardle was making his game for just one person. When you’re in a mental dialogue with a single person, your creative decisions are sharpened.

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Wordle offers up only one new word everyday. That’s it. Once you’ve solved the day’s word, you…stop playing. You go do other stuff, like your job or hanging out with your loved ones. Sure, you might hanker to play more Wordle, but you can’t. You gotta wait until tomorrow.

Brooklyn-based software developer Josh Wardle created it last year as a gift for his partner, who was obsessed with word games like the New York Times’ “Spelling Bee”. Wardle put the game up for free online in October, and it qui...

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Anyone can play Wordle, in any browser. You don’t need to create an account or log in. You don’t need an app store. Wardle avoided every single digital walled garden, and instead went with the most wide-open field available: The web.

Most successful ideas do not arrive out of nowhere; they’re extensions or riffs on existing ones.

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Like the rest of the world, I have been playing wordle for a few days, it has been growing on me. It made me curious as to why it's such a hit. Turns out it's a combination of multiple things.

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