Laurens Bolle Melvin Hulsmans Koen Theijs Snowballs Laurens Bolle Melvin Hulsmans Koen Theijs
Overview Brainstorm Paper prototype Iteration 1 – 5 Future Conclusion
Brainstorm Existing games Categories Around topic Required skills Magicians Lethal Keep Finding errors concept
Paper prototype First prototype Too complicated
Paper prototype Reduced to MVP
Iteration 1 Digital version of MVP
Iteration 1 Goal: Criteria: Method: Easy to learn? Controls clear? Learnability Accuracy Satisfaction Method: Usability tests Expert review Questionnaire (SUS)
Iteration 1 Conclusion: Different colors are confusing Different sizes of bubbles are confusing Lack of theme
Iteration 2 Changes: Added a theme All same color
Iteration 2 Goal: Criteria: Method: Theme appealing? Find preferred theme Find preferred extra features Criteria: Satisfaction Aesthetic qualities Method: Questionnaire (SUS + other) Hallway test First release in the wild (Facebook) Expert review
Iteration 2
Iteration 2
Iteration 2 Conclusion: Meteor theme is not appealing Avalanche theme preferred Shield preferred as extra feature Juice it or loose it
Iteration 3 Changes: New theme Juiced up the game Added shield bonus
Iteration 3 Goal: Criteria: Method: Bonus visible? Shield purpose clear? Theme appealing? Criteria: Learnability Accuracy Satisfaction Aesthetic qualities Method: Questionnair (SUS + other) Hallway test
Iteration 3
Iteration 3
Iteration 3 Conclusion: Bonus not visible enough Shield not clear Theme is appealing
Iteration 4 Changes: Theme-consistent menu Visual upgrade of bonus Visual upgrade of shield Added a timer to shield
Iteration 4 Goal: Criteria: Improve visibility bonus Clarify meaning shield Criteria: Learnability Accuracy Satisfaction Meaning Aesthetic qualities
Iteration 4 Method: Questionnaire Hallway test Usage tracking
Iteration 4
Iteration 4
Iteration 4 Conclusion: Bonus is visible Meaning shield still unclear
Iteration 5 Changes: Help-menu Sound on/off button
Iteration 5 Goal: Criteria: Clarify shield effect Lower learnability Test effectiveness help-menu Analyse analytics data Criteria: Learnability Memorability Sociablity
Iteration 5 Method: Questionnaire Hallway test Usage tracking
Iteration 5
Iteration 5
Iteration 5
Iteration 5
Iteration 5 Conclusion: Hulp-menu visible enough Shield effect clarified Marketing is essential Session length too short
Future Extra bonus elements: End animation Store Achievements Bomb, slow down time, double points,... End animation Store Achievements Leaderboards Share-button Tutorial ...
Conclusion Good basis for casual game Needs expansions to make players: Come back Play longer Spread the game We are not the end-user