Axure Avancé : Simuler des listes avec les repeaters

Que sont les repeaters? A quoi servent-ils? Comment s’en servir?

Le repeater est un widget dans Axure 7 qui permet de simuler des listes dynamiques avec de vrais contenus. Un repeater permet de concevoir un ensemble de widgets et d’y afficher dynamiquement du texte ou des images. L’ensemble est répété automatiquement pour former une liste, d’où son nom: le répétiteur.

 

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Playtest insights on Amanita’s Botanicula : interaction design and the complexity of puzzles

Screen Shot 2015-12-14 at 10.39.23PART 2 Botanicula is a “relaxed game perfect for hardcore gamers, their partners, families and seniors”; A point and Click adventure by Amanita Designs, who already won our hearts with Machinarium.

I’ve had the chance to test this game with two teenagers: Joe, a core gamer, Alex, a casual gamer and Robin, a 5 year old little girl, a 66 year old grand mother and a zen-game loving mom. Here’s some highlights of their player experiences.

Tested on PC/Mac

This review includes screenshots and details of the end of the game, beware of spoilers

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How to teach players your game?

In this article, we’ll have a brief look at different types of tutorials and typical player behaviour when they encounter them. We will use the 2048 games as a reference because they exist in many forms and shapes and are simple enough to illustrate typical situations.

While creating efficient tutorials for more complex games may require more, the fundamental points this article aims to highlight are valid no matter the complexity of what needs to be taught.

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Axure Avancé : Créer des prototypes graphiques avec le Widget Style Editor

Axure propose différents moyens de réaliser des prototypes graphiques. La plupart du temps, les bibliothèques de widgets par défaut, les widgets “better defaults” ou une bibliothèque personnalisé fait l’affaire pour esquisser modéliser, tester et itérer sur des concepts.

Parfois, vous aurez peut être besoin de créer un prototype entièrement graphique, en respectant une charte, par exemple pour créer un support de test utilisateur, ou tenir une deadline particulièrement serrée.

Cet article vous montrera comment personnaliser le CSS de vos prototypes Axure pour intégrer une charte graphique dans vos prototypes. Nous partons du principe que vous connaissez les bases d’Axure.

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Playtest insights on Amanita’s Botanicula : goals, guidance and storytelling

Screen Shot 2015-12-14 at 10.39.23Part 1 Botanicula is a “relaxed game perfect for hardcore gamers, their partners, families and seniors”; A point and Click adventure by Amanita Designs, who already won our hearts with Machinarium.

I’ve had the chance to test this game with two teenagers: Joe, a core gamer, Alex, a casual gamer and Robin, a 5 year old little girl, a 66 year old grand mother and a zen-game loving mom. Here’s some highlights of their player experiences.

Tested on PC/Mac

Continue reading Playtest insights on Amanita’s Botanicula : goals, guidance and storytelling

Game review : Catherine’s Tutorials and Controls Usability Review

Tutorials & Controls in Catherine’s nightmares

In this article, we are going to have a closer look at Catherine’s controls and tutorials. Let’s have a look at how players accomodate awkward controls by moving from using the stick to using the less input-error-prone directional arrows. Next, we will see how even the good tutorial of Catherine can fire back when too much explanations discourage users from using game features.

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Problem solving in Catherine and how the interface design decisions influence player performance

Catherine is a game about problem solving. Players need to learn techniques, chunk them to remember them easily and detect patterns in the environment to know when to use which technique to progress in the game. Repetition also leads them to over-learning : techniques become automatic and allow the player to be faster and to reach higher awards as he masters the game mechanics and execution.

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Catherine’s game Interface usability review : how mismatching mental models affects player experience

Catherine is a mature game about adultery and pushing boxes. Don’t run away, it’s the good kind of pushing boxes. Just let me take you through the first steps of the game.

Tested on PS3

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Que sont les persona et à quoi servent-ils ?

Qu’est ce qu’un persona ?

Un persona est une fiche d’identité modélisant des utilisateurs factices, mais réalistes. Le persona formalise les caractéristiques qui vont influencer l’usage et la relation au produit de l’utilisateur.

Les persona prennent des formes très diverses. Ils contiennent des données différentes selon les objectifs, produits et destinataires qu’ils informent.

De nos jours, une recherche google image suffit pour trouver de nombreux exemples de persona. Voici également un exemple de persona réalisé par mes soins.

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The frustrations of moving to Axure 8, dark patterns and failure to provide custom user experience

I’m an Axure user for over 5 years. I feel like a semi-power user, and while I also work with alternatives to axure, like Sketch, Balsamiq or UXpin. When I heard Axure 8 was out, I decided to get it right away. What should have been a walk in the park turned out to be pretty frustrating. While telling this story, we’re going to look at how important it can be to provide custom user experience, and how using dark patterns does not help your conversion.

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