User Experience Design Project
Crafting a mobile gaming experience for football enthusiasts involves intuitive controls, realistic graphics, and engaging gameplay. Seamlessly blending strategy and excitement, it immerses users in the thrilling world of virtual football.
Overview
The project focuses on design an immersive football gaming experience for Android mobile devices that falls within the casual genre, targeting football enthusiasts in both EMEA and North America. It focuses on delivering an authentic football experience that captivates the audience and keeps them engaged and motivated from start to finish.
Process
To understand usability , easy of navigation , motivation , cognitive load and engagement of the casual game from user perspective in more deeper level , played different genre games
Contextual Research
Understanding casual game segment
Casual Games thrive on simple and fun gameplay mechanics that are easy to understand and master . They are defined by their lack of required time investment.
Key Takeaways
Identified key considerations that must be taken into account during the development of our game.
Target Audience
The audience who enjoys or prefer to play casual games are basically those who does not want to spend much time learning the mechanics and playing them
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Puzzle games
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Hidden object games
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Adventure games
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Strategy games (including time management)
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Arcade & action games
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Word & trivia games
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Card & board games
Genre of casual Game
Characteristics of Casual Game
Fun, simple gameplay that is easy to understand
Simpler Rules
This is the space to introduce the Services section. Briefly describe the types of services offered and highlight any special benefits or features.
Shorter Sessions
Doesn't expect familiarity with a standard set of mechanics, controls, and tropes.
Require less learned skills
This is the space to introduce the Services section. Briefly describe the types of services offered and highlight any special benefits or features.
Minimal Operating gesture
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It is important that the game is designed to be simple and easily comprehensible (understandable ).
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Must ensure that the game mechanics require less learned skill and can be operated with just minimal hand gestures.
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**Due to NDA can't share the game
mechanics and logic information
Core loop of mechanics
Information Architecture
Information Architecture Developed an information architecture to enhance the player's experience and simplify navigation within the game. This operational map illustrates how the game functions when players interact with it, providing a clear structure to the information and making tasks easy to execute. The aim is to create a hassle-free experience for players.
User Flow
Developed a schematic diagram to check flow , clarity , usability and structure of the information architecture before developing the screens.
Wireframe
Loading Screen
Welcome screen
Homescreen
Tier Screen
Attribute display screen
Game play screen
Countdown screen
Winner display screen
Opponent searching Screen
Reward receive screen
Shop screen
Collection of reward screen
Customisation screen
Asset Development
To ensure that the elements used in the game align with the intended theme and vibe , designed UI assets are developed with the help with team.
Attractive and engaging
Visually Balance
Match with real world
Readability
Easy to understand
Consistent throughout
key principles on the bases assets are designed
Asset Gallery
First time user experience flow Design (FTUE)
To ensure that players are fully informed and can navigate our app with ease, Designed a comprehensive onboarding experience that covers all facets of their user journey. FTUE captures a complete set of feelings, thoughts, and understandings that users may have while interacting with our game for the first time.
Hi-Fi Screens
key principles on the bases FTUE is designed
First encounter with the game
Capturing user thoughts and impressions
Providing guided understanding leading up to gameplay
In our current era, we reside in a VUCA environment that exhibits an unpredictable landscape where the majority of variables are beyond our control. Due to the diverse interactions of every user, problems that are uncommon but possess the probability of occurrence are anticipated. Hence, in anticipation of such adversities, have developed approximately 70 corner cases through continual gameplay.
Corner Cases
Unfortunately ,due to non-disclosure agreements , can't share all scenarios ,but here are some glimpse.
Home Screen
Tier Selection screen
Profile Screen