Onboarding is in fact the early player experience or in another way First User Experience (FTUE). That is an extremely important part of the game as it may affect how game attracts players and stick or do the opposite. Of course, it includes the tutorial as well as other dimensions of the game such as the development of the challenges, game mechanics, early rewards, game understanding and navigation. As the result, onboarding doesn’t constrain to the first 10 minutes of the game in the base layer it could span longer hours of gameplay. To summarize, the purpose of onboarding is…
Insight into the User Experience in Games.
User Experience, or simply UX, is an essential part of any modern IT product. Without any doubt, it has become one of the key domains for mobile game development, along with Game Design, Art etc. To begin with, I suggest the definition of what UX for the mobile game is, why it’s so crucial, and how it differs from the rest of other UX, let’s say an IT product.
User Experience serves as an equivalent of constructing an interaction bridge between the product team (that consists of Engineers and Game Designers) and game…
A few days ago I went an exhibition of abstract paintings and drawings by late architect Zaha Hadid. The pieces on display were created before her first building; The Vitra Fire Station, and show her visualisations of space and ideas.
I was very impressed by her drawings and the way how she worked for her projects. The exhibition reminds me my studied in my University. And now I’m fully inspired and want to remind myself old days when I did my silly abstract paintings at uni.
The more we hear and repeat “DESIGN THINKING” the less it becomes to determine what exactly it means. As a notion, “design thinking” has been described as anything from “ method for practical, creative resolution of problems and creation of solutions“ to the “ a human-centered, prototype-driven process for innovation that can be applied to product, service, and business design.”
A century ago, when the term “design” only comes into use, and later the notion of design as a “way of thinking” arose from Herbert A. Simon’s 1969 book The Sciences of the Artificial, and in design engineering to Robert…
It is essential to raise questions on almost everything you experience!
Сritical thinking is one of the main factors making us professional designers. Unlike artist who can rely on they vision, designers should be able to analyse and criticise their solutions for identifying new aspects of current scope. We are often taught that our point of view is important and every vision is unique. In some context it is true, but more often it is strongly reflected on your creative self-esteem. This can be met especially in collaboration with other designers and professionals from other fields of knowledge. You always have to expose doubts on your personal experience, try to analyse outputs again, and listen to your colleagues. So, below please find my collection of inspirations from this week.