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Achievement Prototype user research
After sorting out the design resources for the achievement panel, there are two directions in the team, so the design students have integrated the relevant designs in both ways, and provided a survey questionnaire to facilitate the group members to conduct relevant user research and facilitate subsequent design improvements. Below are our user questionnaires and related user conclusions.
- Q1:Title collection. Players can get honorary titles when they achieve any special task. Win and lose counting. After a period for playing this game, players may want to know how many games they have played, and ther percentage of win and lose.
- Q2:Second one
- Q3: Total of obtained achievements is necessary. Differences appear between ‘obtained’ and ‘not obtained’ (eg. Obtained achievements’ logo are bright, not obtain yet shows dark grey).
- Q4: Change the background colour and font.
- Q5: In profile. Or the menu bar( around ‘profile’ button)
- Q1: Game progression achievements, challenge achievements (such as direct level without mistakes, consecutive times with the backbone, speed limit, etc.)
- Q2: The first one, because it is more intuitive and can be classified.
- Q3: Displays the progress of individual achievements
- Q4: None
- Q5: Put it together with the home menu.
- Q1: As a plot-oriented puzzle game, I feel that when the plot is pushed to a certain extent, it will give players corresponding achievements.
- Q2: I think the first one looks a bit more straightforward.
- Q3: Currently there is a lack of distinction between achieved and unachieved achievements.
- Q4: I think the number of achievements displayed on one page can be reduced, for example, from the current 8 to 6
- Q5: First of all, the main menu is a must, and secondly, it provides an entrance that allows users to enter the achievement page in the game. Since I don't know if your game currently has a pause menu or other pop-up menus, it's not a good suggestion.
- Q1. Achievements I think there may be game progress or operational achievements like the glory of the king. At the same time, I can directly inform me that I have achieved a certain achievement during the game. Such can also be displayed. If there are multiple players, they can also see my glory.
- Q2. Tend to be the first, the content is very intuitive, and the classification is very clear. The second one is very confusing.
- Q3. Status distinction between achievements, those that have been obtained or unlocked. What other tasks are required to unlock To be completed to achieve.
- Q4. Is it possible for a single achievement to be advanced? There are primary achievements and advanced achievements in Glory of Kings This kind.
- Q5. It should be in the menu bar at the very beginning of the game. If it's a stand-alone game, something like my history. Should be merged with this. In addition, it was also mentioned in the first question that I need to be prompted in the game. It may be a small banner or the like. After the game is over, I hope there will be a five-kill pop-up window or screen that tells me the glory of the king. . That way I might be able to save a screenshot or something.
Since three of the four participants preferred the first proTotype, we decided to combine feedback to build on the first prototype to generate our final design.
Firstly, three-quarters of the participants noted that the prototype did not distinguish between completed and unfinished tasks. At the same time, the first participant suggested that we can distinguish unfinished achievements from completed achievements by the grayness of the color. We decided to take his advice. As shown in the figure below, the left side is the completed achievement and the right side is the unfinished achievement.
In addition, a participant pointed out the problem of staged achievements, he indicated that in some games, an achievement will have different stages, completing a stage can get a sub-achievement, and completing all stages can get the final Achievement. Since we have only obtained 5 item names through communication with the eighth group, we have not obtained the detailed description of each item. For the sake of prudence, we do not plan to design staged achievements in sprint1. We borrowed the idea of staged achievements, and for the same item, we designed several related achievements, as shown below.
In addition, we have also added a number display to such achievements related to the number of collections, so that players can know the progress of the achievement.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack