We were able to ask the potential users about what they thought about our concept and what changes they would want us to make to the application to make it more enticing to potential users. We had to break down the initial concept and show the users a step-by-step approach to how the application was run and how the user experience would be conveyed.
Below shows our paper prototype:
General Feedback
- When a user is playing the game, there needs to be a button that allows the user to pause/go back to menu/view instructions of the application.
- Users did not want to read instructions – that want something more interactive
- Most of the users wanted to use the arrow keys to play the game. They preferred to use the mouse to click on links and other commands
- Users vocalized how they wanted to use the arrow keys to play the game, the mouse to do additional tasks
- One user said that our interface was quite interactive. He was instructed to get to a clownfish article and he said that playing the game ‘forced’ him in that direction
- Player wants to look at (or “discover”) the rock and seaweed
- Game needs something to show that star box is interactive – make it bright yellow or something (this should stand out more in a virtual version rather than on a black-and-white paper prototype)
- Users had difficulty telling what was and wasn’t interactive and edible (however this should be more obvious in the real version rather than on paper, as we will have moving fish and stuff)
- Users weren’t sure if the shark was edible – looks big and scary and like it should be avoided
- Potential obstacle: fishing hooks coming down, possibly add trove fishing data
- Users wanted to click on “clownfish” and other fish in the collected list, should be able to, user wanted to see data then
- Get data once it is ‘unlocked’ – i.e. view clownfish info when first clownfish is eaten, or at least a preview
- What happens if you die?
- The users want the game to be in multi-player
- Users want to be able to eat the biggest fish in that level.
- Star box, will they want to read the articles? Maybe more pictures instead of articles.
- Check list in the collector
- More images and articles on star box
Feedback for Scoring
The user vocalized how each user
will get the same high score at the end of the game. There is no way for a user
to loose points, so all user scores at the end of the game will be exactly the
same. The user said:
“
Users should be able to compete for high scores. If the game always has the
same number of fish and no way of decreasing points, then all users will end on
the same score. This does not encourage competition”
- One way of decreasing scores is to add obstacles, e.g. floating pollution, to decrease scores
- Otherwise scores should decrease when a life is lost, +100 points for hit box to make “discovering” more enticing
- Ranking system / high scores leaderboard
- Different fish should be worth more, i.e. points for rarity of fish (i.e. rare in terms of # trove results)
- Time constraints could be added for possible scoring variation, however this could give users disincentive
Lecture
In this weeks lecture we learnt about Design Patterns and how important design patterns are within designing a concept.
An important quote:
"Patterns are abstract, core solutions to problems that recur in different contexts...The actual implementation of the solution varier with each application. Patterns are not, therefore, ready-made 'pluggable' solutions.
It was interesting how many times we actually use design patterns in creating an application. We use it within writing code and designing applications.
An important quote:
"Patterns are abstract, core solutions to problems that recur in different contexts...The actual implementation of the solution varier with each application. Patterns are not, therefore, ready-made 'pluggable' solutions.
It was interesting how many times we actually use design patterns in creating an application. We use it within writing code and designing applications.
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