Embodied UX in a word game: moving letter tiles as a cognitive strategy

Developed an experimental word game focused on embodied interaction, analysing how moving letter tiles are used to support thinking and problem-solving.

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My work

Designed and built an interactive prototype in React, with a PHP/MySQL backend and detailed interaction logging. Conducted a hypothesis-driven UX analysis of how players use the interface as a workspace when solving problems.

Customer

 eget projekt

Links

Play Ordklonk

Summary

  • Built an interactive word game in React with fine-grained event logging.
  • Investigated whether manipulation in the UI supports thinking
  • Analysed 319 transitions between guesses.
  • Found significantly more actions than minimally necessary.
  • Product implication: interfaces can be designed as workspaces for thinking, not just input.

Hypothesis

  • Users perform more actions than necessary when the interface functions as a cognitive workspace.
  • If this is the case, interaction is used not only for execution, but as part of thinking.

Product implications

  • Interfaces can be designed to support thinking, not just efficient input.
  • Manipulable objects (dragging, repositioning) can function as external memory and reasoning surfaces.
  • Measuring "excess actions" can be a concrete way to identify thinking through interaction.
  • Design should not always minimise the number of steps -- sometimes more steps are a sign of cognitive work.

Try the game

Try Ordklonk directly in your browser. The game is designed to explore how moving letter tiles can support thinking.

What to look for

  • Drag and reposition letter tiles freely
  • Notice when you start exploring instead of knowing immediately
  • Notice whether using your hands to move tiles around the interface helps you think

Background and purpose

Ordklonk is an experimental word game that I designed and built to investigate a UX question: is interaction only used to execute a solution, or can manipulation itself function as part of thinking? The player builds words by dragging and dropping letter tiles, receives clues after each guess, and can then continue reshaping their hypothesis directly in the interface.

Research question

I wanted to investigate whether players make more repositioning actions than are actually required to move from one guess to the next. If so, this suggests that the interface is not only used to express an already finished answer, but also as a workspace where the answer takes shape through action.

Participants

The data consists of approximately 11 participants who played around 8 rounds each. The analysis is based on transitions between two guesses, where each transition represents a sequence of interactions between two word configurations. In total, 319 transitions were analysed (n = 319), after filtering to data points with valid and complete event data. Each data point therefore represents not a player, but a step in the problem-solving process.

Method

Each core action in the game was logged as event data: when a tile was placed, removed, and when a guess was submitted. For each transition between two guesses, I then calculated a conservative minimum number of actions required to reach the next word configuration. This minimum was compared with the actual number of actions logged between guesses.

Results: more actions than necessary

The analysis shows that players systematically perform more actions than are needed to reach the next guess. On average, 4.44 actions were required to move from one guess to the next, but players performed 8.93 actions on average. 62.1 percent of transitions contained an excess of actions, and in 28.5 percent of cases more than twice as many actions were performed as the minimum. The difference was statistically significant according to both the Wilcoxon signed-rank test and the binomial test (p < 0.001).

Key metrics from the analysis

  • The analysis is based on 319 transitions between guesses.
  • Average minimum required actions: 4.44, while actual actions averaged 8.93.
  • The average excess of actions was 4.49, with a median of 2.00.
  • 62.1 percent of transitions contained an excess of actions (greater than 0).
  • 28.5 percent of transitions had more than twice as many actions as the minimum.
  • Statistical tests show a clear difference between minimum required and actual actions (Wilcoxon p less than 0.001, binomial test p less than 0.001).
  • The effect size was medium (Cohen's d 0.62).
  • The confidence interval for the mean excess ranged from 3.73 to 5.33.

Examples of cognitive strategies

Players alternated between using letter tiles to directly form guesses and moving tiles around more than necessary.

Near-minimal restructuring

The first example shows a transition between two guesses where the player operates close to the minimum number of actions required to reach the next word configuration. The curve for filled slots is relatively stable and the number of removals is low. This serves as an important contrast: the game can be used efficiently and purposefully, making it easier to see when the player instead begins to explore through interaction.

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Near-minimal restructuring between two guesses. The player performs approximately the number of actions required to reach the next word configuration.

Moderate excess of actions

The second example shows a more typical case where the player performs more actions than strictly necessary. The interaction begins with the player breaking down the previous word through removals and rearrangements. This is followed by a clear pause where no actions occur, even though the task is not yet solved. After the pause, interaction resumes and the player relatively quickly constructs the next guess. This suggests a shift between two cognitive modes: on one hand, exploratory, embodied thinking where the interface is used as an external workspace; on the other, internal processing where the player pauses to think without acting. The interaction is therefore not only used to execute a pre-formed plan, but also as a tool to shape and test hypotheses over time.

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Måttligt överskott av handlingar med en tydlig paus mitt i processen. Spelaren växlar mellan utforskande manipulation och intern bearbetning innan nästa gissning byggs upp.

Large excess of tile movements

The third example shows a more extreme case where actual interaction far exceeds the minimum that would have been enough to reach the next guess. Here, the number of filled slots fluctuates up and down, and the curve for removals grows almost as much as the curve for placements. This type of sequence suggests that the interface is used as a workspace where the player actively reshapes the solution through action.

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Large excess of actions. The player performs far more repositioning actions than are required to move from one guess to the next.

Conclusion

The results suggest that players do not use the interface solely to execute finished solutions. They also use it to explore and reshape them. When the number of actual actions systematically exceeds the minimum required, and this also happens in a statistically significant way, it becomes a concrete indication that interaction functions as cognitive support rather than just an input interface.

Limitations and further questions

I also investigated whether manipulation increases as the player gains more information about the solution. In this study, no statistically significant relationship was found. This suggests that the behaviour is not driven by the amount of information itself, but by more specific problem states. For design, this means that embodied interaction does not arise automatically -- it likely needs to be triggered by the right kind of uncertainty. Identifying these situations is a clear next question to explore.

UX takeaways

  • Interfaces can function as workspaces for thinking, not just as tools for entering answers.
  • One way to enable thinking through the interface is to use letter tiles that can be moved around.
  • It is possible to create quick interactive prototypes and gather behavioural data that can be analysed statistically.
  • The difference between minimally required behaviour and actual behaviour can be used as a concrete UX metric.
  • Interaction design affects not only efficiency, but also how users form and test hypotheses -- how they think.

Why this case is relevant for UX engineering

This case shows how I work at the intersection of design, code, and analysis. I did not just build the prototype, but also the data model, logging, and analysis that made it possible to test a concrete hypothesis about user behaviour. To me, this is a core part of UX engineering: creating interactions that can be experienced, measured, and deeply understood.

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