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Achievement Prototype user research

wsxmr1234 edited this page Aug 30, 2022 · 10 revisions

Overview

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.

Interview protocal

Interview protocal

Interview result

participant 1

  • 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)

participant 2

  • 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.

participant 3

  • 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.

participant 4

  • 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.

Feedback reflection

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.

image

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.

image

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.

Final design

image

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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