On the function design of community small game

Source: Internet
Author: User
Keywords function then let the user reach designer

The http://www.aliyun.com/zixun/aggregation/11448.html "> Design method of community game function can determine whether this function can be accepted by community users and can reduce the time cost of development." Functional design is divided into two stages: functional play design and functional improvement. Two stages are essential, and the center of gravity of the design is different.

Functional design Method Summary of the eight words: "Goals, glory, interaction, surprise." And the function of the perfect method summed up six words: "Emotion, performance, human nature."

Goals can be divided into two pieces, the designer's goal and the user's goal. At the same time the motivation from the target, with the goal will go to work.

It is the designer's goal to design this function to express what you want to achieve. If a feature is designed so that you don't know why you want to design it, then how do you expect someone else to accept it? If your goal is not clear, then it is likely that the end user will play the same results as they want to achieve.

Users to play your game, your function, always with a variety of purposes, such as to take the full name, want to be the best, want to get other people's worship, and if you want to relax, want to vent, want to make friends and so on. Then the designer in the design function, must give the user to design each kind of different goal, as far as possible satisfies the different user the goal. At the same time, the user's goal is divided into short-term goals and long-term goals. function with one or more long-term goals through, but also carry more short-term goals so that users step by bit to go on, play. Both are indispensable, only long-term goals, then users will feel too far away, not to work hard, and only short-term goals, users feel too boring, very irritable, do not know when is the head. Another need to note is that the target can not be broken, when the target limbo, the user will feel no power in this period of time, do not know what to do, then the loss of natural appearance.

(The following image is the star change in the community of the check-in game, every day can only roll the dice once, stimulate the player can every day on the community, enhance the Community's active degree)

Why should the user pursue the goal of designer's design, and how to let the user accept recognition? It's simple: it's a proper sense of honor for users to achieve their goals. Everyone has more or less vanity, after the user to achieve the goal, give a way to show off to others, then users will be willing to work to achieve goals.

Interaction between people is the most uncertain and fun thing to do. In the design function, should always want to think, how can the user lead to interact with other users. Interaction is not only a friend between two users, but also a hostile relationship between two users. In the user experience function, can make more friends through the function, at the same time can produce more enemies, then this function can attract more users eyes.

The game is to play random, but random and user's efforts are inseparable. Users can gain greater probability by working hard. In the experience function, each step has a random, each step has a big or small surprise to improve the user experience function of enthusiasm.

(The next picture is the community's egg-throwing game, where players can get a unique pet, not all people can get it, players are happy to show off the pets)

If a feature allows the user to set goals and achieve goals in an interactive way, the process is full of surprises and ultimately creates a sense of honor. This feature is not far from the definition of good functionality.

When the designer is perfecting the function, should consider grasping the user's mood, lets the user's emotion be able to undulating with the function deeply. Let the user experience the process of feeling the pressure, to achieve the goal of release, to obtain a sense of honor, at the same time, and then work for the next goal. Keep users in the "stress-release-pressure-release" process, the other big goal is to have great pressure, small targets to have a small pressure, and the corresponding release.

Source: http://www.sndaued.com/blog/?p=924

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