Say if I wanted to create a new platform in a game like the mobile game doodle jump. The differences in the different platforms are actually subtle changes in different parts of the feedback loop. If I broke the feedback loop down to four stages( observe, predict( formulate action ), act, get feedback ) I could explain one of the platforms as so:
Platform that moves side to side causes you to observe more than say the platform that just sits there and also makes you have to predict where the platform is going to be. Also, performing the action is more challenging as well because the platform is moving.
Having noticed this if one wanted to create a new platform they might think about platforms that challenge one of the first 3 stages of the loop( observe, predict, act ). You could make the player take more observations into account before formulating an action. You could shorten the time the player has to observe, predict, act. You could let the player observe as long as needed but challenge the action through time or more accuracy.
I kind of made the two connections when reading "The Design of Everyday Things". There's a page or two in the end on using his ideas in game design, but he doesn't necessarily say which parts can be applicable.
Am I on the right track in thinking this way?