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