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Notes on Christina Wodtke’s Mechanics of Magic

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from the video of her presentation at UXLX July 2014, link here.

Games center around emotion, design for emotion by creating hypotheses such as:

  • Until my players feel __________, I won’t ship
  • Negative emotions are powerful also and are valid to design for

Bartel’s Player Types

  • KIllers
  • Achievers
  • Explorers
  • Socializer

Social game player types

  • Express themselves
  • Collaborators
  • Explorers
  • Competers

Who are the major player types for your product? What is the engagement style of your personas?

Core Loops drive engagement

  • Multiple steps over time required to achieve success
    • Example Fish Ville: You buy standard fish eggs; care for the eggs until fish hatch; clean cages etc while they grow; then sell the adults and buy exotic fish eggs and start over
    • Others loops include:
      • Consume > React > Share > (back to Consume)–driven by social sharing
      • Buy > Review > Shopt < (back to Buy)–driven by social reviews

The vast majority of apps are never used or used only once (like 90% or something)–core loops give folks a reason to come back

Aesthetics are at the core of games

  • They have to be key to the product development lifecycle from the beginning
  • Sim City and Zynga’s version, The Ville, have very different audiences due to the design strategy
    • Sim City is very complex and detail-oriented, with controls for creating infrastructures, utilities etc
    • The Ville is more focused on being Zynga-cute and surface-oriented, infrastructures etc were thrown out and the building styling is brighter, rounder, softer, “cuter”
  • Consider the interfaces for Photoshop and Paper app–core functionality is similar but the UI and UX differences create totally different experiences

From Wikipedia: Christina R. Wodtke (born October 22, 1966) is an American businesswoman and specialist in the area of user experience design and information architecture. Wodtke has held a series of executive roles in the tech industry, most notably leading teams who built the events platform and created an algorithm for Linkedin’s newsfeed, leading a redesign of Myspace and its profile pages and leading the design and launch of the Zynga.com gaming platform.

 



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