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UX test with Gameloft
Xiaoye Lin
www.ailain.net
www.linx108.com (Chrome please)
www.dribbble.com/fermaigh
Portfolio:
Name:
Please list your favourite UX design tool:
In order of expertise
Pen/Paper
Adobe toolkit: PS, AI, AE, ID, FL
Keynote
Three mobile or social games were release in the
last 2 years that I have personally enjoyed from a
UX perspective and why
1. OLO game (IOS)
April 2013
The gameplay fits the game.
Visually simplicity and consistency, little interference allows player to focus on playing.
Information is well organised.
Transition is smooth and less time-consuming.
Some features impress me. For instance, a skeleton finger shows up unpredictably, which makes me
feel like I am playing with a non-human ( maybe a skeleton man), so I would like to play more in order
to figure out who else I will play with.
fast to learn and good time killer ( it is waiting for me to play and not me waiting for playing it)
2. Wide Sky (IOS)
Jan 2013
Great animation makes the loading/waiting less boring.
Progress visualisation for both quick and detail tutorials.
Smooth transitions and beautifully animated for almost everything.
Thoughtful tips written cleverly right there on screen help the player, tell them what to do.
Fast to learn and a good time killer ( waiting for me to play and not me waiting for playing it)
3. Letterpress (IOS)
Oct 2012
Smooth transitions make me enjoy playing.
Preview on score makes me comfortable.
Visualisation on what letters had been used by each other and what should be used to win the game.
Intuitive menu and interface
Pick two of the following games and tell us (and be
specific) what you like about the UX, what you don’t
like and how you would you improve it.
Clash of Clan, CSR Racing, Ice Age Village, Zombiewood
What is good
Good tutorial
What is good
Bonus window show up
in the beginning
Close window until OK
is clicked,
which makes the
information more
memorable
What is good
Thank this for making
the interface clear
What is good
notifications
What is not good
loading is too time consuming
What is not good
Not obvious
What is not good
Not consistency
What is not good
Clicked collection, but it gives player inventory.
What is not good
The player is tired of moving around again,
can the control bar just lower itself a little bit?
What is good
Loading is super boring
What is good
Visualisation consistently
Dynamic menu based on active object
What is good
What is good
Obvious
and red color as background, is visually
consistence with close button.
grey for locked or disabled item
In first image, more helpful tips provided to unlock
What is good
Shortcut to add
What is good
Notification
What is good
Selecting row makes life easy
What is good
What is good
Ask before making an
important decision
What is good
Good to have a navigation
What is not good
Why not navigations for them too
What is not good
Problematic
information
hierarchy.
For example,
setting may be used
less frequently than
others.
What is not good
It can not define an available position
automatically.
In this case, place a tiny item manually
is hard, especially when items clusters.
What is not good
The troop bar is not updated
in realtime. It bothers player
in some cases.
For example, during the battle, if there
is no more soldier left, the players has
to go back even there is a troop,
because the new trained
soldiers can not be added
automatically.
What is not good
Why not a shortcut to
collect all the resources?
What is not good
Why this happens
I cant read, it is a mobile
screen
What is not good
Why this happens
what I am gonna do?
What is not good
The control bar should be
smart enough to define a
proper position, can them
lower a little bit, try to be
in the middle of the screen
so that the player don’t
have to move around
again.
What is not good
Hardly tell there is a chat
window hidden there?
Take a major UX component from one of the two
games you chose above that you would like to
improve, please design a better and more usable
User Experience flow and interface. Use whatever
design tools you prefer to create mockups and
flows that get access your vision and be sure to tell
us why you made the choices that you did.
get resource
anything else
Current
resource
notifications
Overall
Information architecture
Loading
with play tips
Main screen
Level #
Account
League
Defence/
attack log
Shield
with time#
Chat &
inbox
with
notification#
Achievements
with
notification#
Anything
else
Setting Friends
Resources
Attack
Shop
Builder
Coin
Elixir
Store
Press Icon to open a bar
Press Icon again to close the bar
Press bar to open league screen ( goals)
Press bar to open attack and defence history screen
Press icon to open the shield bar
Message inbox and chat window
Achievement screen
Slide from left to right to open anything-else bar
Press Icon to open attack screen
Press Icon to open store screen
Press Icon to open store bar
Press Icon to open elixir bar
Plus icon, as a short cut to collect all the available elixir
Overall design description
I started with the analysis from just playing the game. First, I figured out what information hierarchy is:
what is urgently encourage player to do, what is good to have the players to know, what are just
suggestions, what does not matter too much. I listed them from an order of most to least important,
meanwhile, in term of the iphone 5 screen,I figured out where the best/good spots to touch are, and
then tried to have the information matches the right spot. Also, I tried to free more spaces too.
I redesigned some of the icons. The original icon for “attack” is “Map”, which makes the player
misunderstood, compare to MAP, swords make more sense.
Designing in the perspective of a player, even in a perspective of a player who has little interests
about this game, asked myself when I was designing: “ Is it fun/clear/comfort the new users or
players who get bored easily?”
Adding shortcut for collecting resources, it may be more useful for those advanced players who have
their resources all over the places. All they need to do is just click the “plus”, they dont need to move
around the screen.
Social game UX test ( with Gameloft)

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Social game UX test ( with Gameloft)

  • 1. UX test with Gameloft
  • 2. Xiaoye Lin www.ailain.net www.linx108.com (Chrome please) www.dribbble.com/fermaigh Portfolio: Name:
  • 3. Please list your favourite UX design tool: In order of expertise Pen/Paper Adobe toolkit: PS, AI, AE, ID, FL Keynote
  • 4. Three mobile or social games were release in the last 2 years that I have personally enjoyed from a UX perspective and why
  • 5. 1. OLO game (IOS) April 2013 The gameplay fits the game. Visually simplicity and consistency, little interference allows player to focus on playing. Information is well organised. Transition is smooth and less time-consuming. Some features impress me. For instance, a skeleton finger shows up unpredictably, which makes me feel like I am playing with a non-human ( maybe a skeleton man), so I would like to play more in order to figure out who else I will play with. fast to learn and good time killer ( it is waiting for me to play and not me waiting for playing it)
  • 6. 2. Wide Sky (IOS) Jan 2013 Great animation makes the loading/waiting less boring. Progress visualisation for both quick and detail tutorials. Smooth transitions and beautifully animated for almost everything. Thoughtful tips written cleverly right there on screen help the player, tell them what to do. Fast to learn and a good time killer ( waiting for me to play and not me waiting for playing it)
  • 7. 3. Letterpress (IOS) Oct 2012 Smooth transitions make me enjoy playing. Preview on score makes me comfortable. Visualisation on what letters had been used by each other and what should be used to win the game. Intuitive menu and interface
  • 8. Pick two of the following games and tell us (and be specific) what you like about the UX, what you don’t like and how you would you improve it. Clash of Clan, CSR Racing, Ice Age Village, Zombiewood
  • 9. What is good Good tutorial
  • 10. What is good Bonus window show up in the beginning Close window until OK is clicked, which makes the information more memorable
  • 11. What is good Thank this for making the interface clear
  • 13. What is not good loading is too time consuming
  • 14. What is not good Not obvious
  • 15. What is not good Not consistency
  • 16. What is not good Clicked collection, but it gives player inventory.
  • 17. What is not good The player is tired of moving around again, can the control bar just lower itself a little bit?
  • 18. What is good Loading is super boring
  • 20. Dynamic menu based on active object What is good
  • 21. What is good Obvious and red color as background, is visually consistence with close button.
  • 22. grey for locked or disabled item In first image, more helpful tips provided to unlock What is good
  • 25. Selecting row makes life easy What is good
  • 26. What is good Ask before making an important decision
  • 27. What is good Good to have a navigation
  • 28. What is not good Why not navigations for them too
  • 29. What is not good Problematic information hierarchy. For example, setting may be used less frequently than others.
  • 30. What is not good It can not define an available position automatically. In this case, place a tiny item manually is hard, especially when items clusters.
  • 31. What is not good The troop bar is not updated in realtime. It bothers player in some cases. For example, during the battle, if there is no more soldier left, the players has to go back even there is a troop, because the new trained soldiers can not be added automatically.
  • 32. What is not good Why not a shortcut to collect all the resources?
  • 33. What is not good Why this happens I cant read, it is a mobile screen
  • 34. What is not good Why this happens what I am gonna do?
  • 35. What is not good The control bar should be smart enough to define a proper position, can them lower a little bit, try to be in the middle of the screen so that the player don’t have to move around again.
  • 36. What is not good Hardly tell there is a chat window hidden there?
  • 37. Take a major UX component from one of the two games you chose above that you would like to improve, please design a better and more usable User Experience flow and interface. Use whatever design tools you prefer to create mockups and flows that get access your vision and be sure to tell us why you made the choices that you did.
  • 39.
  • 40. Information architecture Loading with play tips Main screen Level # Account League Defence/ attack log Shield with time# Chat & inbox with notification# Achievements with notification# Anything else Setting Friends Resources Attack Shop Builder Coin Elixir Store
  • 41. Press Icon to open a bar
  • 42. Press Icon again to close the bar
  • 43. Press bar to open league screen ( goals)
  • 44. Press bar to open attack and defence history screen
  • 45. Press icon to open the shield bar
  • 46. Message inbox and chat window
  • 48. Slide from left to right to open anything-else bar
  • 49. Press Icon to open attack screen
  • 50. Press Icon to open store screen
  • 51. Press Icon to open store bar
  • 52. Press Icon to open elixir bar
  • 53. Plus icon, as a short cut to collect all the available elixir
  • 54. Overall design description I started with the analysis from just playing the game. First, I figured out what information hierarchy is: what is urgently encourage player to do, what is good to have the players to know, what are just suggestions, what does not matter too much. I listed them from an order of most to least important, meanwhile, in term of the iphone 5 screen,I figured out where the best/good spots to touch are, and then tried to have the information matches the right spot. Also, I tried to free more spaces too. I redesigned some of the icons. The original icon for “attack” is “Map”, which makes the player misunderstood, compare to MAP, swords make more sense. Designing in the perspective of a player, even in a perspective of a player who has little interests about this game, asked myself when I was designing: “ Is it fun/clear/comfort the new users or players who get bored easily?” Adding shortcut for collecting resources, it may be more useful for those advanced players who have their resources all over the places. All they need to do is just click the “plus”, they dont need to move around the screen.