Author: Marlyz Burgos

The Menu scene design by Team Beta was simple and intuitive for the user. 

The Panda Game was developed thinking about the user's experience, answering the following principles.

  • How do you do something?

Users have in each scene buttons with instructions on them which make clear and easy to navigate.

  • How does the user feel?

The steps for each procedure are very clear, which helps the user to feel comfortable and know what to do.

  • What feedback is given to the user as confirmation?

The Buttons change their color if the cursor rests on the button and it changes color again if the user clicks on it, which informs the user they select an option and the object change according with.

  • What does the user need to achieve with the app?

They need to change the original position and size of the animal

  • How is the psychology in the app?

The color palette for the project was according to the environment of the animal it represents, a Panda living in the jungle with bamboo trees around. This allows the user to familiarize themself with the game. For the interaction in the buttons, the colors chosen are bright with contrast and easy to identify, so the gamer doesn't waste time trying to find what to do next. Also, the buttons' Font and shapes help create a relaxed and adventurous experience.

StatusPrototype
PlatformsHTML5
AuthorMarlyz
GenreAdventure
Made withUnity

Comments

Log in with itch.io to leave a comment.

(1 edit)

Andres analysis of Marlyz's Unity 3D Prototype Game „Panda”:

Marlyz's game features three scenes and starts with an Intro scene that displays a "Play" button to begin the game. Upon clicking the "Play" button, users are taken to a menu where they can choose Marlyz’s panda scene among the scenes of the other students that are not included at this stage. In the panda scene, users can interact with a 3D model of a panda using directional buttons to move it, a button to rotate it, and a grow button to upscale it. There is also a reset button to revert changes and a back-to-menu button. In the following, I highlight some pros and minor nitpicks I noticed while playing. 

Pros:

  1. Button click indication: The game provides visual feedback through colour changes when buttons are clicked, indicating that the user's action has been registered. This follows the UX principle of affordance, making it clear to users how they can interact with the buttons.
  2. Instant movement feedback: The panda control buttons provide instant feedback by immediately moving the panda when clicked. This follows the UX principle of responsiveness, ensuring that the system responds quickly to user input, enhancing the overall user experience.
  3. Labels on buttons: The buttons are labelled with text describing the action they perform, such as "Left," "Rotate," and "Grow." This is a good practice for learnability, as it provides a clear description of the buttons' functionalities, making it easier for users to understand and use the game mechanics.
  4. Reset button: The presence of a reset button allows users to revert all changes made to the panda and start over. This follows the UX principle of error prevention, providing a safety net for users to undo changes or recover from unintended actions, enhancing the overall usability of the game.
  5. Consistent design: The game demonstrates a consistent design, including the main menu scene, buttons and the background that features a greenish Asian-themed ambient with bamboo and grass. Consistency in design helps users build a mental model of how the interface works, making navigating and understanding the game's functionalities easier.
  6. Background ambience: The game's background ambience, featuring bamboo and grass, creates a fitting and immersive atmosphere that complements the panda scene and adds to the overall aesthetic appeal of the game.
  7. Use of main menu scene: Marlyz's game utilises a main menu scene, which is a good example of reusing existing components, saving development time and effort. This follows the UX principle of efficiency, maximising usability by leveraging familiar elements across different game parts.

Nitpicks:

  1. Small control buttons: All buttons in the game are noted to be small, which may make it hard for users to see and click on them (especially on mobile devices). This could potentially affect the game's usability and accessibility, as users may struggle to interact with the buttons effectively. This could be improved by increasing the size and spacing of the buttons, ensuring they are easily clickable and usable, in line with the UX principle of accessibility.
  2. Lack of visual cues for button purpose: While the buttons are labelled with text, they could also benefit from visual cues, such as icons or symbols, to further clarify their purpose. This would help users quickly understand the functionalities of the buttons, especially for users who may not read or understand the text labels, following the UX principle of clarity.

In conclusion, Marlyz's Unity 3D prototype game demonstrates good examples of following UX principles such as affordance, responsiveness, clarity, error prevention, consistency, and efficiency. She understands how to create a simple 3D game prototype and applies the core principles of UX Design, making the game more immersive and enjoyable. The game provides feedback, uses labels for buttons, includes a reset button, maintains consistency in design, and reuses components like buttons. However, there is a potential issue with small control buttons that may affect usability and accessibility. Overall, Marlyz's game shows promising aspects of UX design, with opportunities for improvement in terms of button size and spacing.

Well done, I love it!

PS: Great work on the Panda; very impressive and cute! :) 

When opening the application in itch.io the user will immediately know the theme of the app, which is shown with a nice banner and background with bamboos. This creates a nice and relaxing atmosphere for the user.

The choose menu scene is very simple and easy to navigate, and the yellow buttons have a nice contrast to the green background. This helps minimize the cognitive load, but is too simple. More graphics should be used, since they have a big impact on the user experience and can be used to attract attention. The application should be attractive and inviting to the user. The buttons should also be a bit bigger since this is an application for a phone, and they can be hard to click if they are too small. The location of the buttons is good, since they are easy to reach when the phone is in landscape mode. When interacting with the buttons they give visual present feedback by turning red, which contributes to a good user experience. The text on the buttons also shows future feedback, since they describe what will happen when they are clicked.

The panda scene has an inviting background with some nice colours and objects that fits the nature theme. The Panda in the middle of the screen attracts the users attention, and it is clear to see that this object is the main focus of the scene. The panda and the background objects are nicely built and shows a good understanding of ProBuilder. The buttons are the same as in the previous scene, which is good UX, since it provides visual consistency. The buttons have the same feedback as well, but again should be bigger, to be easily interactable on a phone. The location of the buttons is mainly at the bottom of the screen, which is the easiest part of the screen to reach. The movement buttons are located together since they have similar functionality, and the rotate and growth are also close to show interaction with the object. The home button is usually at the top left corner of the screen, but since the rest of the buttons are located at the bottom it shows consistency to keep it there.

Overall a very good application with some well made objects and good UX principles applied. Could use some minor changes to fit a smart phone better, but still very easy to use and understand for users.