Complete: Remaining restructure tasks - design notes, cross-reference index, worksheet, FAQ

- Add Design Process Notes to 5 puzzle taxonomy overviews
- Create cross-reference-index.md mapping 28 games to puzzle types
- Create quick-start-worksheet.md with design checklist and templates
- Create comprehensive FAQ with 10 common design questions answered
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2026-03-19 15:38:49 -07:00
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@@ -49,3 +49,19 @@ Cognitive transfer puzzles differ from other categories by their emphasis:
**Insufficient Transfer Distance**: If the application context looks identical to the learning context, players don't experience cognitive transfer—they recognize surface similarity rather than rule abstraction.
**Hidden Learning Opportunities**: Players must have clear opportunities to learn the system before being asked to apply it. No tutorial means no fair transfer.
## Design Process Notes
**Failure Modes to Avoid:**
- Creating "aha moments" that depend on pixel hunting rather than reasoning about learned rules
- Making the learning phase too short or too long relative to the transfer challenge
- Allowing players to brute-force the transfer through trial-and-error instead of applying the rule
**Playtesting Focus:**
- Do players articulate what rule they learned, or just stumble into the solution?
- Is the transfer distance calibrated—visible enough to be fair, hidden enough to feel earned?
- Do players recognize the learned system applies before or after encountering the transfer context?
**Connection to Design Process:**
- See [working-backwards.md](../design-process/working-backwards.md) for designing cognitive transfer puzzles from the solution backward
- See [failure-modes.md](../design-process/failure-modes.md) for the dependency chart anti-pattern where transfer feels arbitrary