Usability review of Walking Dead : Road to survival

When I started playing Road to Survival, I was impressed y the polish of some of the usability. The first time user experience is far better than lots of games I tried, but it is also a quite confusing experience.

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Shadowrun level editor : branching discussions and questionning

In this tutorial, I’ll explain how to write an interactive discussion between two characters. We’ll have a look at how to let players chose dialog options from multiple possible answers while avoiding duplicating content.

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Shadowrun level editor : writing dialogs

In this tutorial, I’ll explain how to write a very basic (linear) discussion between two characters and add an interaction to dislay it in the Shadowrun Hong Kong level editor. We’ll have a look at the dialog options and basics conversation to talk.

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You cant fix it if you dont know what’s broken

At MIGS 2015, I went to see Alexandre Denault’s talk You can’t fix it if you don’t know what’s broken. The title just screamed User experience to me.

Alexandre started to explain he’s seen poeple trying to fix problems without knowing them, and it’s not pretty. The first step to problem solving is determining what’s broken, then fix it. Often, finding what’s broken is actually harder than fixing the problem. And then I realised Alexandre was discussing system administration, and realised how much UX shares with Ops.

In this article, I revisit Alexandre’s talk from the perspective of user experience and how we share methods and tools with sys admins to solve different types of problems, that sometimes come together.

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Flupa UX Day 2016 : La conception “Experience First”

Les pros ont conscience que l’ux doit être plus globale mais ont du mal à sortir de leurs processus. Les mots en changé, nos façons de travailler moins.

Les utilisateurs sont plus exigeants. La démarcation de la concurrence passe maintenant par l’expérience utilisateur. Un produit qui n’inspire rien est une opportunité ratée. Mais comment créer une expérience? Continue reading Flupa UX Day 2016 : La conception “Experience First”

Shadowrun level editor basic interactions : opening doors

In this tutorial, I’ll explain how to add a door in a scene and make it interactive using the Shadowrun Hong Kong level editor. We’ll have a look at the options specific to doors using the basic interactions menu.

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Cupcake 2048 usability evaluation

As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.

Next up, Cupcake 2048.

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Shadowrun level editor basic interactions : warping players to a different map

In this tutorial, I’ll explain how to add interactions to a prop in a scene using the Shadowrun Hong Kong level editor. We’ll have a look at the options specific to transitions between different locations in seperate maps using the basic interactions menu.

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Shadowrun level editor basic interactions : inspecting clues

In this tutorial, I’ll explain how to add interactions to a prop in a scene using the Shadowrun Hong Kong level editor. We’ll have a look at the options specific to inspect clues or environments using the basic interactions menu.

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Flupa UX 2016 : Evaluer l’experience utilisateur a long terme

L’UX est contextuelle

Le système, les utilisateurs et le contexte sont des déterminants de l’expérience. Le coeur de l’expérience de l’utilisateur est souvent limitée à l’interaction avec le produit, mais cela met de côté la dimension du temps. Cet article explore les pistes de Carine Lallemand proposées de méthodes d’évaluation de l’engagement à long terme.

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