25-year UX and Service Design Leader

Content design drives decisions, trust, and task success, not just clarity.
This course shows how to design, govern, and measure content as a system. You’ll shift from writing strings to shaping gameplay outcomes.
Design UX writing for casual games. Improve motivation, fairness, and player trust....without hurting revenue.
UX Writing heuristics for casual games
Red / Yellow / Green scoring framework
Real Candy-style screen audits
Monetisation guardrails and red flags
Offer, nudge, and urgency rewrites
Case studies from live-ops events
Failure vs motivation patterns
Before/after rewrite demos
Stress-case and loss-moment rules
Wait-state taxonomy (lives, timers, energy)
Fairness language checklist
Learn from competitor goods/bads
Tone risk indicators tied to churn
Complaint and customer friction analysis
Rewrite patterns for high-friction moments
Metrics UX writing can influence
Proxy measures when A/B testing isn’t available
Stakeholder-ready critique templates

Frank Spillers is a UX and service design leader.

UX designers touching onboarding, failure, or purchase moments
Live-ops teams tuning events, boosts, timers, and offers
Game designers shaping progression, difficulty, and monetisation

Live sessions
Learn directly from Frank Spillers in a real-time, interactive format.
Maven Guarantee
This course is backed by the Maven Guarantee. Students are eligible for a full refund up until the halfway point of the course.
4 live sessions • 4 lessons
Mar
24
Mar
31
Live sessions
2 hrs / week
Tue, Mar 24
9:00 AM—11:00 AM (UTC)
Tue, Mar 31
8:00 AM—10:00 AM (UTC)
Tue, Apr 7
8:00 AM—10:00 AM (UTC)
Tue, Apr 14
8:00 AM—10:00 AM (UTC)
Projects
1 hr / week
UXW Play Lab
Async content
1 hr / week
Pre-Course Activity- Playability heuristics