It is a hidden picture finding game that I discovered while searching for a game that can heal my stress without thinking anything. I was able to play comfortably because of warm colors and atmosphere that seemed to read the picture book without text.
After finding the number of items that animals presented on each screen, you will get the next screen. Difficulty is not high level, and you can see hints when you get stuck. Since I wanted to concentrate on the moment while playing, I tried not to use any hint but only focus on the screen as much as possible. If you are looking for something that you want to clear your mind or want to try no-brainer, I highly recommend this game.
1. On the launch page(main page), take out the refresh button
2. Merge my profile & launch page: seems like my record is more important and intruging component.
3. On boarding: what if there is no trash-> add a copy saying that “If you cannot find any trash, you can ,,,”
4. In order to engage people -> need a reward system
5. Term changes: collection (in my page) -> “garbage bag on April 4”
6. When users finish taking photos, tagging-> Swiping (putting into the trash bin) the button should be there as the feedback as well like a ritual (in order to let users to show their action has finished.)
7. Keep consistency!->page for adding tags (apply the design that we’ve designed onboarding)
8. When the user finishes taking photos -> a term ‘Done’ might be confusing -> use proper word (maybe “upload”) -> so that we need to make it clear by showing certain feedback (swipe to the trash / copy: your (collected pieces of trash) impact has just added on the total impact… / you can add more tags in your profile page)
Based on findings from my paper prototype, I iterated visual design.
What I found from the user test:
1. To show the overall feeling and experience of the service to the users who use the application for the first time, the content that can be seen only by scrolling down on the first page is moved to top area.
2. Added featured section below the navigation bar like a featured movie to show users diverse options regardless a region and let them know which options they can experience on the app.
3. Added a popup page to give users a feedback that let them know whether the item is successfully added with two buttons derives them either continue shopping or check it out.
4. Due to the trait of moving the buttons one by one with the remote control, it seems more efficient to click the arrows to change the main picture one by one rather than clicking each picture.
To design tv os app keeping consistency with my mobile iOS App, I removed some functionalities like proceed to checkout which is a step for an actual payment, and focused on featuring the dishes and granny chefs on top.
1. Users were confused about the search icon on the navigation bar because of the quantity of contents are not enough to search. It can give users a bad experience if they cannot find result they expected.
2. Users were curious how they can order multiple dishes at the same time. There was no cart function.
3. Users preferred choosing date and time for order separately to selecting a button including both of them.
Changes / Iterations:
1. Removed search icon on the navigation bar and replace it with a cart icon to allow users to order multiple dishes.
This is because, considering time and capacity limits, sorts of dishes that one granny chef can cook per day will be around three to four at max.
Therefore, people still can access all foods on the main page.
2. Reformed the order option which users get when they tap the add to cart button on the detail page.
Users will select available date first and then select time afterwards.
Of course they can edit them on the cart page.
3. Added a popup page that asks users to allow their current location being tracked -> Based on user’s current location, the list of foods is filtered.
Feedback from last week’s critique
1. In UX wise, it looks appropriate to put the sign up page in the back and focus on enticing users first by showing them the contents first.
Considering user engagement, it would be better to show few menus on top and enable the rest of contents and ask users to sign up if they want to browse more
2. Managing hierarchy between ‘Granny chef’s profile’ and ‘Food detail pages’ looks a bit complicated.
3. If the main color including icons and fonts alters according to a food’s color, it can ruin the consistency.
Compared to regular games, there are no dialogues or explanations. They are not dynamic action games, but the style and delivery of gameplay are deeper and stronger than other games.
The game basically consists of three steps and proceeds to Look-Listen-Speak.
On the train, a character sees the woman sitting opposite him and has an out-of-body experience. And it opens the “Lost tracks” prelude. And since the characters’ souls get out and enter the world, the dreamy atmosphere of the game begins.
When the stage starts, you will see the specific actions you need to use on that stage on the screen.
You must help the train stationed on the railroad leave. When the lever is operated, the train starts and you can follow the route.
It is the most novel stage.
The color and tone were scary. Without knowing where to go, you have to move to where the sound is coming from. Every time you walk, you will realized that your footprints disappear and feel like you are wandering the same way. Afterwards, you will see a tree hanging from the telephone and when you pull one, the phone goes up and laughter comes out of it.
If the character stand in front of the microphone and make a noise (the user have to make a real sound), the eyes watching from all directions are shaking. After that, You will walk along the road and found your soul again.
When the game is over, you will return to the train situation what you’ve seen on the first screen.
Earphones are essential for this kind of atmosphere and I recommend you to play in the dark. By my standards, the gameplay time was 30 minutes. During those 30 minutes, I was immersed in a great amount of immersive and unique sound and graphics. I think it has a very important impact that the game is designed by using unique mechanics, and senses what the general games do not usually use and is trying to express the way in which the individual moves in order to do something.
3 things I learned from Apple HIG:
Since I’ve interested in iOS GUI design, I rarely looked up the iOS design HIG in detail and this exercise helped me a lot to find some useful guidelines. Here are some of them that I didn’t know.
Test your app’s color scheme under a variety of lighting conditions
When testing apps, I used to check visuals as well as functions and usability. However, I did not know that lighting also affects how apps look like and it sounds a bit challenging to figure out how to adjust colors and what are the best choices.
Be aware of colorblindness and how different cultures perceive color
This guideline changed my view toward how to define and signify signs in order to consider people’s various color perception. Normally, I’ve designed apps for people who have no trouble with sights and common sense of viewing colors. However, as I found colorblind people’s pain points, I will keep in mind to contemplate the choice of colors and the way of distinguish values and colors.
Provide a Cancel button if it adds clarity.
Make destructive choices prominent.
Avoid enabling scrolling in an action sheet.
As the interface was so natural and intuitive, I have overlooked how it guided people to react to it.
– Destructive or dangerous actions among choices should colored in red
– A cancel button should be at the bottom of the options.
– Regarding to the purpose of action sheets, it should be done promptly. Therefore, it should be designed concisely. (Avoid making it scrolling)
I am Misung Kim from South Korea. My background is Visual communication design and used to work as a UX/UI designer in Korea. From creating graphic interfaces for smart phones to designing accessible education tools for children or non-korean, I focus on playful and interactive design. I really care about communication between people and creating a harmonious environment and always eager to design user-friendly, and which is easy to access.
Food app Concept
Granny’s hometown homemade food
It is a homemade hometown food
delivery service for people who are away from their hometown and longing for the food there. Users will be matched with a grandma who has lived in a particular region or is able to cook specific local foods.
It meets individual tastes of different people from various regions in the States.