The Marketing team had a legacy format that required thorough UX planning and UI organization to achieve a flexible system that could accommodate their combinations of options programmatically.
The Product team had a plan to combine short-term and long-term goals that would allow players to track their progress and gain bonuses for milestones. Our team had identified that measurable advancement was an important part of the gameplay experience, and this would reinforce that skill growth.
It was my job to design a quest system that incorporates the Marketing team's plan for scheduled events and the Product team's goals for a user incentivization program. Here's how it went:
The Marketing team had a legacy format that required thorough UX planning and UI organization to achieve a flexible system that could accommodate their combinations of options programmatically.
The Product team had a plan to combine short-term and long-term goals that would allow players to track their progress and gain bonuses for milestones. Our team had identified that measurable advancement was an important part of the gameplay experience, and this would reinforce that skill growth.
It was my job to design a quest system that incorporates the Marketing team's plan for scheduled events and the Product team's goals for a user incentivization program. Here's how it went:
On the left you can see the original designs for V1, and the same page re-skinned (you can read more about here on the Sunshine case study.)
It was a very straightforward design! A collection of text, progress bar, reward, and a CTA. Easy peasy! The "Weekly Challenge" that you see beneath the goals was a part of the legacy Marketing initiative, and would be rolled into the new promo tool that our engineers were building internally. Until that tool was released, goals were hard-coded like you see here, and we referred to this release as V1.
Here's where the (soy) meat and potatos come in! When Marketing's internal tool was complete, we rolled all of their promotions and events into the goals system as well. This required solving design solutions for four different types of events that Marketing was running:
Sure! Still not bad. The repeats and changes between manual and auto claim might be a tad hard on player education. If we give them different enough visual differences then players should be able to recognize the patterns fairly easily.
Parent container
Child container
Parent container
Child container
Oh. Oh my. Alright then!
Something that is helpful to know when designing is that too many options can lead to poor experience and sloppy interfaces.
Here we have two types of goals that look very similar, but have different behaviors. There are different limits on how you complete them and how you collect the reward.
This is where the complex problem solving needed to happen. There was a visual design challenge of fitting all of these attributes into a single, readable card (not to mention the Product request to show as many cards on the screen at once as possible). The usability problem to solve was to use tutorials, popups, and micro-animations to teach players to recognize and understand each quest.
Determine what was the minimum necessary information for a player to accomplish a goal, and make all other information progressive or discoverable. Using what I call "just-in-time design", I choose only to reveal the specific information needed for each particular part of the player's journey in completing each goal.
Determine what was the minimum necessary information for a player to accomplish a goal, and make all other information progressive or discoverable. Using what I call "just-in-time design", I choose only to reveal the specific information needed for each particular part of the player's journey in completing each goal.
Create prototypes of multiple ways to access or discover the extra details if more clarity was necessary. Usability tests will give insight into what questions players are asking.
FRIENDS CAN CALL ME STEVIE
Let's be friends: 617-390-3116 • write me • @ifyoumake.it • Boston, MA