A game usability review of Triple town

Screenshot_2014-02-25-08-44-39Triple town

Triple town is a mobile puzzle game by Spryfox that has kept me addicted for quite a while, despite the free to play time limiting features. In this article, I will introduce the game’s strength, then walk you through some of the usability issues that would be worth fixing to make the experience even more enjoyable.

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Do users interact with their mobile devices with their dominant hand ?

A key to success, when designing anything that will be used by a human being, is understanding how it will be used. Since I believe understanding behavior implies taking in account the natural contexts in a holistic approach, while cutting up the problem in digest chunks, I decided to conduct a series of humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior.

Part 3 : Left or right hand ?

Left vs. Right Hand mobile interaction

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How does the location affect user interactions with their mobile devices

A key to success, when designing anything that will be used by a human being, is understanding how it will be used. We’ve seen that the task and condition in which the user impacts their behavior. Their location where they use their phone also has an impact on how they interact with their mobile devices. The “metro studies” is a project of multiple humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior.

Part 2 : The effect of location on mobile interactions

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How do users really hold and interact with their mobile devices ?

A key to success, when designing anything that will be used by a human being, is understanding how it will be used. A designer can rely on psychology, physiology, logic, imagination and experience to predict how a user will. Conducting user tests of a service or product provides valuable data to make a concept user friendly. However, initial decisions are often based on assumptions and long debates with clients, in particular when mobile design is involved.

Since I believe understanding behavior implies taking in account the natural contexts in a holistic approach, while cutting up the problem in digest chunks, I decided to conduct a series of humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior. This article presents the first of those, inspired from Seven Hoober’s study on How people naturally hold  their mobile devices, published on UXmatters.

Part 1 : How do users hold and interact with their mobile devices ?

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Planet exploration in the Mass Effect series

The Mass Effect planet exploration gameplay evolved greatly from the original game, until the last sequel. This article reviews the approaches to planet exploration in each of the 3 games, and studies how each would influence the player’s behaviors and enjoyment of the feature.

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Gamification at Work by Janaki Kumar & Mario Herger – Book Review

By Steve

Gamification at Work is a new book designed for practitioners to introduce people to implementing gamification on an enterprise level in the workplace. Through promoting best practises from user research, the book aims to avoid the bad design which apparently will cause 80% of current gamified applications to fail. Here’s what I thought.

 

I’ve previously discussed some of the problems with gamification created by generic implementations of the mechanics and a lack of insight into the player. This book aims to avoid these issues by promoting a UCD inspired “Player Centred Design” methodology, taking advantage of the techniques from user Lire l’article…

Source: Game User Research

Efficient Playtesting : what every producer should know

Andrée-Anne Boisvert, usability expert pour ubisoft, nous a présenté plusieurs méthodes d’ergonomie et illustré celles ci par des exemples concrets d’application. Vous trouverez dans cette première partie la présentation des méthodes qu’elle a mis en avant. Je détaillerais les applications dans un prochain article.

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Q&A : Ryan Challinor on Gesture based UI

Q&A : Ryan Challinor (Developing gesture based UI navigation using kinect)

Après ce point français, nous avons eu vent de la qualité de la conférence de Ryan Challinor et nous sommes présentés aux prolongations pour une session de questions-réponses. Dans un premier temps, la discussion a tourné autour de son expérience de programmeur, puis s’est centrée autour de la technologie en elle-même et des perspectives pour l’avenir.

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Introducing the new french touch generation in video game

Voici une toute nouvelle série d’articles suite aux conférences auxquelles j’ai eu la chance d’assister durant le sommet internationnal du jeu vidéo de Montréal. Pour ouvrir le bal, une série de courtes conférences nous a permis de découvrir trois entreprises avec des projets et thèmes très variés.

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DICE 2010: “Design Outside the Box” Presentation

Un speech excellent sur la convergence des médias et ce que sera un futur où le jeu a envahi la réalité. En partant de Facebook, on finit dans les trophées de brossage de dents et comment les mécanismes psychologiques en jeu dans les jeux peuvent servir à inciter à regarder des pubs, dans une peinture surréaliste du futur.

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