Player experience & design research
OutBrick Editorial Desk
The OutBrick Editorial Desk turns player research, accessibility practice, and game-making lessons into useful, readable notes.
In the journal
71 stories so far.
Why a two-minute puzzle can feel like a proper reset
A research-backed look at competence, attention, and the small satisfactions that make a short OutBrick session worth returning to.
Monument Valley and the power of making less feel complete
A closer look at ustwo’s “less game, more experience” idea—and what OutBrick borrows from it.
Minecraft’s early lesson: let discovery build the next layer
How an open-ended beginning grew through creation, survival, crafting, multiplayer, and platform expansion.
The case for daily rituals that do not demand you
Daily play can be a welcome rhythm when it invites attention without turning absence into failure.
When to play—and when to put the phone down
A candid guide to fitting games around sleep, attention, and the rest of a real day.
Stardew Valley and the craft of gentle progress
A success story about patient craft, visible progress, and why a game can feel generous without becoming frictionless.
Celeste’s Assist Mode: accessibility as better design
Optional support can preserve the heart of a challenge while giving more players a route into it.
Pokémon GO and the power of place
What location-based play reveals about movement, social connection, and turning the world outside the screen into part of the game.
Animal Crossing and the architecture of shared time
Why routines, roles, and custom play can make a digital place feel socially present even when players are apart.
How games become habits: cue, choice, closure
A practical, research-aware look at the loops that bring players back—and the design choices that keep returning voluntary.
Relaxing puzzle games: what actually makes one calm
Soft colours are not enough. Move limits versus clocks, fair lives, and games that never interrupt you: how to tell if a puzzle game will stay calm.
Offline puzzle games for iPhone: commutes and flights
What to look for in a puzzle game for the Tube, a train or a flight: real offline play, one-handed controls, short boards and a light touch on battery.
Apple Vision Pro puzzle games: designing for space
Comfort, gaze and pinch, windows versus immersion, seated play and legible pieces: what makes a puzzle game work well on Apple Vision Pro.
Games like Tetris: what makes a block puzzle last
Simple rules, a board you can read, fair difficulty and a short loop: what makes block puzzles endure, and how to judge any game like Tetris.
Are puzzle games good for your brain? What the research says
Puzzles are often sold as brain training. Here is what the studies actually show about memory, ageing and mood, and what nobody can honestly promise.
Puzzle games for older adults: what to look for
Readable text, generous buttons, no clock and colours you can tell apart: a practical checklist for choosing a puzzle game at 50, 70 or 90.
History of sliding block puzzles: 15 Puzzle to Rush Hour
A post office in New York, an 1880 craze, a famous puzzler’s false claim and a parking-lot puzzle from Tokyo: how sliding blocks became a classic.
Before the first move: how to read a puzzle like a solver
Why the way you picture a puzzle shapes how hard it feels, what experts look at first, and a short routine for reading any board before you touch it.
Why undo makes you a better puzzle solver, not a lazier one
Mistakes you can take back are some of the best teachers a puzzle has. What research on errors and planning says about using undo well, and when to hold back.
Chunking explained: how expert puzzlers see patterns
Chess masters remember boards by the pattern, not the piece. What chunking research shows about expert perception, and how to build chunks of your own.
Stuck on a puzzle? The science of stepping away
Why an unsolved puzzle often cracks after a break, what a meta-analysis of incubation studies found, and how to take the kind of break that helps.
Can puzzle games improve spatial skills? What studies show
Spatial skills can be trained, but games are a narrower route than often claimed. What the meta-analyses say about spatial training, Tetris and transfer.
Working memory: why some puzzle boards feel impossible
A hard board is often a memory problem in disguise. How working memory and cognitive load shape puzzle difficulty, and practical ways to lighten the load.
Deliberate practice for casual players: what actually helps
Practice matters, but less than the 10,000-hour story claims. What studies of deliberate practice and online game players suggest for getting better at puzzles.
The aha moment: what insight looks like in the brain
The sudden click of a solved puzzle has a signature in the brain. What research says about insight, why aha answers are usually right, and when they are not.
Puzzles and perseverance: why a hard board is worth finishing
Struggle that ends in a solution teaches more than an easy win. What research on desirable difficulties, effort and productive failure says about hard puzzles.
Gaming before bed: what the research says about sleep
Does a game at night wreck your sleep? What sleep-lab experiments, big surveys and bedtime procrastination research show, and what to try tonight.
Micro-breaks at work: can a short game help you recharge?
A meta-analysis says ten-minute breaks lift energy but barely touch output. Where a short game fits, where it does not, and how to take a better break.
Flow in puzzle games: the zone between bored and overwhelmed
Why the best puzzle sessions feel effortless, what Tetris experiments reveal about flow, and how to find your own sweet spot of challenge.
Screen time myths: what the large studies actually find
Is screen time really harming teenagers? What studies of hundreds of thousands of young people found, why self-reports mislead, and what matters more.
Does a digital detox work? What the experiments show
Quitting your phone for a week sounds healthy, but trials of digital detoxes point in different directions. What helps, what does not, and why.
Attention restoration: why calm scenes can feel refreshing
Attention restoration theory says nature rests a tired mind. What the evidence supports, why pictures are not parks, and what a calm game can borrow.
How long does it take to form a habit? What studies show
Not 21 days. What real-world habit studies found about timing, missed days and cues, and why your phone and its games should not own your habits.
Playing to unwind: casual games and recovery after work
Detachment, relaxation, mastery and control: what recovery research says about unwinding after work, and where a casual game fits in.
Is gaming good or bad for your mood? What diary studies show
In-game mood reports, logged play time and a console lottery: what the newest studies say about gaming and mood, and why hours matter less than fit.
Colour blindness in games: how common it is and what helps
About one man in twelve of European descent has red–green colour deficiency. What that means at the controls, and the settings and design choices that help.
Playing games with a screen reader: how blind players game
How blind and low-vision players use VoiceOver to play on iPhone, what research with blind gamers has found, and what makes a game playable by ear.
One-handed games on iPhone: designing for motor accessibility
What research on touchscreens and motor impairments says about target size, gestures and errors, plus the iPhone settings that make one-handed play easier.
Motion sickness from games: why Reduce Motion matters
Why screen motion makes some players dizzy or queasy, who is most susceptible, and how the Reduce Motion setting and careful animation make games comfortable.
Do puzzles build children’s executive function? The evidence
Executive function underpins planning and self-control. What studies say puzzles and games can and cannot do for children, and how to play in ways that help.
Playing games with your grandchildren: why it is worth it
Research on intergenerational play finds real benefits for both generations when the game is chosen well. What the studies show, and how to make it work.
Choosing calm mobile games for kids: a parent’s guide
Most apps young children play use manipulative design. A research-based checklist for spotting pressure, adverts and lures, and choosing calmer games.
Sensory-friendly games: calm design for neurodivergent players
Many autistic and neurodivergent players are sensitive to sound, light and surprise. What research says, and how predictable, quiet, low-pressure design helps.
What makes a puzzle feel fair? Difficulty, failure and trust
Hard is not the same as unfair. What research on challenge and failure says about the puzzles players trust, and the ones they quit in frustration.
How computers generate puzzle levels, and why checking matters
Procedural generation can make endless puzzles, but a board that is merely solvable is not a good one. How generators work, and where they fall short.
Dynamic difficulty adjustment: should games adapt to you?
Many games quietly tune themselves to your skill. What studies say about adaptive difficulty, why it can leave players overconfident, and the case for asking.
The sound of success: how game audio shapes player experience
Sound changes how immersed, tense and competent players feel, and music can even bend their sense of time. What the research shows, and how to design for mute.
Loot boxes, variable rewards and ethical monetisation
Loot box spending is consistently linked to problem gambling. What the studies show, what makes monetisation predatory, and a fair test for any game.
Dark patterns in mobile games: how to spot them
Nagging pop-ups, confusing currencies, offers timed for your worst moment: what research says about manipulative design in games, and a checklist to spot it.
Why we get attached to game characters, even silent ones
Players admire, worry about and miss game characters. Research on attachment, parasocial bonds and cuteness explains why, and what designers owe players.
Colour in game design: contrast, meaning and emotion
What colour psychology can and cannot tell game designers, why contrast matters more than hue, and how to make coloured pieces readable for everyone.
Playing together apart: how games kept people connected
What surveys and interviews from the COVID-19 lockdowns found about games, loneliness and families, and what they suggest for social play now.
Do leaderboards motivate or discourage? What studies show
Leaderboards can lift effort like a hard goal, or quietly drain motivation from people near the bottom. What experiments show, and how to use one well.
Does gamification work? What the meta-analyses actually say
Points, badges and leaderboards were meant to make everything engaging. Here is what reviews of hundreds of studies found, and where the evidence runs thin.
Why a daily puzzle becomes a shared ritual, not just a game
The same puzzle for everyone, once a day: what research on rituals, shared attention and sharing emotions says about why daily games bring people together.
Video game nostalgia: why old games still feel so good
Why the games of your childhood still pull at you, what nostalgia research says it does for mood and connection, and why remakes and retro play keep selling.
Why crosswords, jigsaws and sliding puzzles endure
Puzzles have outlasted every craze around them. What research on crossword solvers, jigsaw puzzlers and the aha moment says about why they stay with us.
Mobile games in the in-between moments of the day
Queues, platforms and waiting rooms: what research on phone use in the gaps of the day says about the games that fit them, and how to keep those minutes yours.
Achievements and collections: why completing a set feels good
Why the last badge, sticker or level pulls so hard, what the Zeigarnik effect really shows, and how to enjoy collecting in games without being driven by it.
OutBrick vs Block Out Puzzle: which game fits you?
Compare OutBrick and Grand Games’ Block Out using official listings: mechanics, offline play, accessibility and costs, with an honest fit guide.
No-timer block-sort puzzles for iPhone: a fit guide
Compare OutBrick, Block Buster - No Timer and Color Block Jam by their published constraints. Learn what untimed play does and does not promise.
A Color Block Jam alternative with VoiceOver support
Considering OutBrick as a Color Block Jam alternative? Compare documented VoiceOver, colour-glyph and motion support, then use a practical checklist.
Set puzzle-game time limits on iPhone with iOS 27
Use iOS 27 Screen Time to set Games allowances and scheduled access, check which apps count, and make a practical stopping plan for puzzle play.
Puzzle-game privacy labels: what to check on iPhone
Read an iPhone puzzle game’s privacy label, distinguish linked data from tracking, compare the policy, and find the controls that affect your choices.
Block Blast!+ vs OutBrick: two kinds of block puzzle
Compare Block Blast!+ and OutBrick by their actual mechanics: placing shapes to clear lines, sliding bricks to exits, and choosing how to pay.
Sokoban vs sliding-block puzzles: push, glide, plan
Learn how Sokoban pushing differs from glide-to-stop block puzzles, with practical examples of corners, access routes and temporary stopping points.
Puzzle hints without spoilers: how to help a friend
Ask for and give useful puzzle hints without revealing the whole answer: agree on boundaries, share one clue at a time and keep the solver in charge.
Water sort vs block sort: which puzzle style fits you?
Compare water-sort capacity puzzles with sliding-block routes, using concrete examples, practical selection tips and clear limits to the research.
Play block puzzles online without downloading an app
Try OutBrick’s browser boards without installing an app. Learn the controls, daily-board rotation, scoring and differences from the full game.
Solve puzzles together without taking over the screen
Share a puzzle without stealing the next move: agree roles, explain predictions, offer small hints and make room for different solving styles.
Why a puzzle walkthrough does not match your board
Before copying another move, check the game, version, mode and starting layout. Learn why a level number alone cannot identify a puzzle solution.














