Week 2: Hold
Week 2 — why a value with no payoff yet is still worth showing a player, and the trap it sets if you overpay it
Week 1 gave the button one fact to report: that it was pressed. This week gives it a second fact: how long it’s been held, sampled continuously rather than reported once. That difference matters because a continuous signal changes what a player can learn before anything has been decided — a duration readout is feedback about a decision not yet made, and the design work here is mostly about making that pending-ness legible, not about the number itself.
The obvious trap is that a hold-duration reward with no release cost turns into “hold the button until a bar fills,” which is barely a game — it’s a loading screen with the loading in your hand. Week 3 is where holding acquires a cost through timing at release; this week deliberately withholds that, so the open question is: what’s worth showing a player about a value that has no payoff attached to it yet?
Outline#
- duration as a continuous signal reporting on an undecided outcome, not a decision in itself
- why hold-without-stakes risks becoming a loading bar, and why that’s this week’s actual design trap
- what a one-button interface can and can’t tell a player about time passing
Teaching team
- Marisol Quaye — convenor