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As a Product Manager - What can you learn from Pokemon Go?
Login
Basic look-and-feel :/
It’s simple with a light green background
colour. The design is simple and go
straight to what you have to do.
Really simple
You have two choices here. Are you part
of the trainer club or not. It gives you the
right way from the beginning and you
don’t have to think too much.
It’s good that they bring their history
with them.
People who are playing the online card
game can subscribe with the same
account.
Login
Google account only :(
Forcing the users with only one option so
does not create a good user experience.
You can still create a fake account to play at
Pokemon Go
Where do I click if I already signed
up?
Be more engaging from the first
page!
You are the Pokemon Company. You
should know that everyone loves
Pikachu.Connect with
Every word is important
By changing it, you don’t create
confusion.
Alternative login
Loading Screen
From this point you start to realise that
you’re going to be spending a lot of time
playing the game
Something I should pay attention for
You have a warning from the first page.
You want the user to be alert of
something. Good design to capture the
attention of the user
Message is confusing
Why should I be alert at all times. Is it a
good thing or a bad thing?
Loading screen can be used to give
tips or onboard people
In certain games they use this screen to
give you some tips on how to play or
new features
Take advantage of everything
Whether they want or not, the user has
to go through this page and bear it. This
box could be used to give other advices,
randomly chosen to help you understand
the game
Don’t miss any step… Leverage all
you can!
Make them learn the game :P
Pokemon Go must be open to find pokemon while
you walk
Look at the circle when you throw a pokeball. Red
means hard to catch, Green is easy...
Alternative loading screen
What do they want from you is
clear.
The only three things that you see are
pokemon around you surrounded by
circles. You understand pretty quickly that
you have to click on one of them since
the map is empty.
Catch a Pokemon
Once you entered the game and you
chose your name, this is the first screen
that you can see.
The action that you have to do is set in
red on top of screen. It relates to the
mission of Pokemon Go. Catch them all!
Show them the real mechanics of the
game
It’s a tutorial so show them how it works.
You need to see the real mechanics of
the game. First step will be “Find a
pokemon” then “Touch a pokemon” and
finally “Catch a pokemon”
Don’t try to expedite things
Then it’s time for action
An arrow and a finger
You understand that you have to throw
the pokeball to the pokemon to catch it
Activate the Augmented
Reality which place the
pokemon in the real world
The design is pretty slick and easy to
understand. They didn’t overwhelm the
user with options which is good.
Not easy to use and consume
more battery
They could have explained that it can be
harder to catch a pokemon that way. And
also the battery problem...
Action ok… but more explanation
or a step by step maybe
They could explain the way to catch a
pokemon and also what CP??? means
Pokemon profile
Once you caught it, it loads a new screen
which is the profile of the pokemon
captured.
The rewards are useful
You can see pretty quickly that it’s
used to power up or evolve your
pokemon.
Some rewards
You notice on the top right corner that
you got something else in top of that
catch. Some candy and Stardust.
Loads of information
Is everything important you don’t
know? You are just surrounded
suddenly.
Be Generous in all Circumstances
Just a little bit more...
They should have give you enough
stardust to power up your pokemon.
You could have tried it and see the
effect of it.
The labels are explicit. They are
unavailable so they can be used
later
First time here, try to assist the
player (Tap to continue maybe…)
Consistency is key in UX
You can see that along the screens
they kept the action at the bottom of
the screen and the information at the
top. The focus stays in the middle of
the screen.
New screen new adventure!
So you arrive now in the map screen
but the game version not the
onboarding one.
You see new icons now. The screen
is pretty clean.
One symbol for important actions
You notice also how they use the
pokeball with different color to give
you indication on the important
actions available.
Two shapes for one point of
interest
Your map is alive, you see the
different positions and also over
animation. You can see the horizon of
the map. It creates a feeling of infinite
discoveries.
Addictive effect
The map is empty except for the
pokestops. You can’t see the
pokemon, you only discover them as
you walk.
Curiosity and surprise are the two
main reason why people find it so
addictive
Mix between a certain reward and a
surprise one
By visiting a place and turning the
wheel, you will earn rewards without
knowing what you could find.
Slick menu opened
When you click on the pokeball in the
middle it opens the menu. The same
green screen as in the login is used to
show the options you have.
Again UX consistency
You can see that again the pokeball
shape is used to show you the
important actions. The settings and
tips options are not in pokeball
shapes.
Also notice that the “X” to come back
is smaller than the other ones.
More information
They could have give you a guided
visit on those options for the first time
you were triggering it.
Let them try things
Push them to do actions, let them try
stuff. Give them items and
coach/force them to use them right
away to view the effects of it.
Reward them also for each actions
they take.
You need to push the positive
emotion at the highest point possible
for the first experience.
Everything you can buy
You have a good understanding you
are in the shop. You can see your
currency and the price of each item.
The shop
Putting first what you can buy with
the game currency
They put the things that player can
buy with Pokecoins. You ask yourself
how can I get those coins? (curiosity
again)
Unlike your inventory page, They
didn’t surcharge that page with the
description of each items.
Clarity & Consistency by design
You can see how they use the same
pattern, information at the top and
actions at the bottom. Again you
focus on the middle.
You notice the shape of the table and
the tab just by putting the underline
under Pokemon and the slide on the
right.
Pokemon Page
Everything you captured
You can see the right information
about everything you captured so far.
Look how they display the right
information for the player in a minimal
space.
Consistency & Clarity again
They took the same pattern as the
Pokemon page which doesn't confuse
the user.
Without explaining how long it takes
or how to do it. Every user can find
easily what they have to do here.
Eggs Page
One page, one focus, one need
Each page has a purpose and you
make one certain action.
Icons for icons?
This icon doesn’t really mean
anything to any user… Seems like a
teleporter maybe…
Items Page
Items you won
This page contains all the items you
possess. Here the number doesn't
seem to work.
Don’t break your pattern and don’t
put information that will become
irrelevant in your design
In the shop or pokemon page,
everything was ordered in a table look
& feel. It was keeping the app clean
and not surcharged.
The trash icon seems the only one
that doesn’t respect the brand.
Is this page coming from the same
designer?
Clear tips on basic games
mechanics
Tips activated in context
When you activate the tips you have
the information down but you can still
see the map so you have a reference
between the bubble with the
explanation and how it look like on
the map
Tips
Nearby design is confusing
You don’t understand the design and
how it works from a player point of
view.
Where are my pokemon?
Difference between pokemons you
know and some you need to find
out
You will discover over game mechanics by playing pokemon which
will be useful for your product manager life.
The downside: Don’t change the design midway and don’t forget to explain everything
needed to the player to understand.
The good point: Get the user story right and get the mechanics right who sticks to it.
Pokemon is about your life as a trainer and they did it right.
If you want to receive the next presentation, subscribe here
Made by Phil! @abusinessknight

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What did I learn from pokemon go as a product manager?

  • 1. As a Product Manager - What can you learn from Pokemon Go?
  • 2. Login Basic look-and-feel :/ It’s simple with a light green background colour. The design is simple and go straight to what you have to do. Really simple You have two choices here. Are you part of the trainer club or not. It gives you the right way from the beginning and you don’t have to think too much. It’s good that they bring their history with them. People who are playing the online card game can subscribe with the same account.
  • 3. Login Google account only :( Forcing the users with only one option so does not create a good user experience. You can still create a fake account to play at Pokemon Go Where do I click if I already signed up?
  • 4. Be more engaging from the first page! You are the Pokemon Company. You should know that everyone loves Pikachu.Connect with Every word is important By changing it, you don’t create confusion. Alternative login
  • 5. Loading Screen From this point you start to realise that you’re going to be spending a lot of time playing the game Something I should pay attention for You have a warning from the first page. You want the user to be alert of something. Good design to capture the attention of the user Message is confusing Why should I be alert at all times. Is it a good thing or a bad thing?
  • 6. Loading screen can be used to give tips or onboard people In certain games they use this screen to give you some tips on how to play or new features Take advantage of everything Whether they want or not, the user has to go through this page and bear it. This box could be used to give other advices, randomly chosen to help you understand the game Don’t miss any step… Leverage all you can!
  • 7. Make them learn the game :P Pokemon Go must be open to find pokemon while you walk Look at the circle when you throw a pokeball. Red means hard to catch, Green is easy... Alternative loading screen
  • 8. What do they want from you is clear. The only three things that you see are pokemon around you surrounded by circles. You understand pretty quickly that you have to click on one of them since the map is empty. Catch a Pokemon Once you entered the game and you chose your name, this is the first screen that you can see. The action that you have to do is set in red on top of screen. It relates to the mission of Pokemon Go. Catch them all!
  • 9. Show them the real mechanics of the game It’s a tutorial so show them how it works. You need to see the real mechanics of the game. First step will be “Find a pokemon” then “Touch a pokemon” and finally “Catch a pokemon” Don’t try to expedite things
  • 10. Then it’s time for action An arrow and a finger You understand that you have to throw the pokeball to the pokemon to catch it Activate the Augmented Reality which place the pokemon in the real world The design is pretty slick and easy to understand. They didn’t overwhelm the user with options which is good.
  • 11. Not easy to use and consume more battery They could have explained that it can be harder to catch a pokemon that way. And also the battery problem... Action ok… but more explanation or a step by step maybe They could explain the way to catch a pokemon and also what CP??? means
  • 12. Pokemon profile Once you caught it, it loads a new screen which is the profile of the pokemon captured. The rewards are useful You can see pretty quickly that it’s used to power up or evolve your pokemon. Some rewards You notice on the top right corner that you got something else in top of that catch. Some candy and Stardust. Loads of information Is everything important you don’t know? You are just surrounded suddenly.
  • 13. Be Generous in all Circumstances Just a little bit more... They should have give you enough stardust to power up your pokemon. You could have tried it and see the effect of it. The labels are explicit. They are unavailable so they can be used later First time here, try to assist the player (Tap to continue maybe…)
  • 14. Consistency is key in UX You can see that along the screens they kept the action at the bottom of the screen and the information at the top. The focus stays in the middle of the screen. New screen new adventure! So you arrive now in the map screen but the game version not the onboarding one. You see new icons now. The screen is pretty clean. One symbol for important actions You notice also how they use the pokeball with different color to give you indication on the important actions available.
  • 15. Two shapes for one point of interest Your map is alive, you see the different positions and also over animation. You can see the horizon of the map. It creates a feeling of infinite discoveries. Addictive effect The map is empty except for the pokestops. You can’t see the pokemon, you only discover them as you walk. Curiosity and surprise are the two main reason why people find it so addictive
  • 16. Mix between a certain reward and a surprise one By visiting a place and turning the wheel, you will earn rewards without knowing what you could find.
  • 17. Slick menu opened When you click on the pokeball in the middle it opens the menu. The same green screen as in the login is used to show the options you have. Again UX consistency You can see that again the pokeball shape is used to show you the important actions. The settings and tips options are not in pokeball shapes. Also notice that the “X” to come back is smaller than the other ones.
  • 18. More information They could have give you a guided visit on those options for the first time you were triggering it. Let them try things Push them to do actions, let them try stuff. Give them items and coach/force them to use them right away to view the effects of it. Reward them also for each actions they take. You need to push the positive emotion at the highest point possible for the first experience.
  • 19. Everything you can buy You have a good understanding you are in the shop. You can see your currency and the price of each item. The shop Putting first what you can buy with the game currency They put the things that player can buy with Pokecoins. You ask yourself how can I get those coins? (curiosity again) Unlike your inventory page, They didn’t surcharge that page with the description of each items.
  • 20. Clarity & Consistency by design You can see how they use the same pattern, information at the top and actions at the bottom. Again you focus on the middle. You notice the shape of the table and the tab just by putting the underline under Pokemon and the slide on the right. Pokemon Page Everything you captured You can see the right information about everything you captured so far. Look how they display the right information for the player in a minimal space.
  • 21. Consistency & Clarity again They took the same pattern as the Pokemon page which doesn't confuse the user. Without explaining how long it takes or how to do it. Every user can find easily what they have to do here. Eggs Page One page, one focus, one need Each page has a purpose and you make one certain action. Icons for icons? This icon doesn’t really mean anything to any user… Seems like a teleporter maybe…
  • 22. Items Page Items you won This page contains all the items you possess. Here the number doesn't seem to work. Don’t break your pattern and don’t put information that will become irrelevant in your design In the shop or pokemon page, everything was ordered in a table look & feel. It was keeping the app clean and not surcharged. The trash icon seems the only one that doesn’t respect the brand. Is this page coming from the same designer?
  • 23. Clear tips on basic games mechanics Tips activated in context When you activate the tips you have the information down but you can still see the map so you have a reference between the bubble with the explanation and how it look like on the map Tips
  • 24. Nearby design is confusing You don’t understand the design and how it works from a player point of view. Where are my pokemon? Difference between pokemons you know and some you need to find out
  • 25. You will discover over game mechanics by playing pokemon which will be useful for your product manager life. The downside: Don’t change the design midway and don’t forget to explain everything needed to the player to understand. The good point: Get the user story right and get the mechanics right who sticks to it. Pokemon is about your life as a trainer and they did it right.
  • 26. If you want to receive the next presentation, subscribe here Made by Phil! @abusinessknight