Balancing user expectations and product expectations

Source: Internet
Author: User
Keywords Product operation product experience game operation numerical
Tags customer customer service design design products development development team game game operation

In the face of a massive game, each user wants to spend a little money (want not to spend) to get a better gaming experience; Each product wants the user to throw thousands into the game.

When we design products or pricing, we always think: this thing is too good, our price is expensive.

When we deal with customer service problems, we will see: You this thing is too TM expensive, who buy ah?

This thing sells well, if we lower the price a little, whether will sell better?

There are some free systems, and we will set some thresholds for players to take some time to get some rare key props.

If the probability set too low, will hit the player's patience, if the probability is too high, the system does not play.

We often tangle, our current setting is not reasonable, the player's wishes to consider?

If you have frequent contact with users, you will often encounter problems similar to the above, especially those who pay a lot of users, their voice you will be more seriously. (If you don't have a similar problem, you're having too little contact with the user)

When we encounter similar problems, we have to consider whether we should adjust them or not.

Consider the time, do not completely stand in the player's point of view to see the problem, not because he is a lot of money for the player to give him the suggestion of a greater weight, do not be the player led by the nose!

I am generally divided into the following steps to clarify the idea:

1. Confirm design intention with development team

In many numerical designs, the development team may not have been well thought-out because they wanted to design n most values, not every one of them could think seriously.

If the development team is able to give a good reason for the design, then we can consider not adjusting unless the impact is too great. If the development group is not very clear, you can consider tuning.

2. Stand in the product angle thinking

Put aside the player's complaints, first from the product point of view. What does this adjustment affect?

If it's an independent system, we just need to think about how to do it better and gain the most.

If it is not an independent system, this number will affect other systems, then it is necessary to deliberate, if not sure to move, unless the problem is very large.

If this thing is necessary to adjust, then the adjustment may bring great effect, then we enter the adjustment phase.

To determine what can be adjusted after we consider the system function and our expectations, set a range that the adjustment cannot go beyond this range.

3. User Experience

After determining the scope, it is the problem of the specific numerical value.

We use the most original human flesh test method to continuously test, to find an experience appropriate value, and finally determine.

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