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Archive | UX

My daughter is currently in love with puzzles. The solid 45 minutes of her sitting still, working quietly is a welcome respite from her normally loud, “spirited,” three year old personality. It’s fascinating to watch her work. She’s very methodical in her process: laying out all the pieces (she’s up to 70+ now); turning over all the images; she typically findshe largest image and works out from there. For my daughter, playing a puzzle is a social activity, she talks to me, asks for help when she needs it and when she’s finished she wants to share her work with everyone.

Yesterday Zynga released their latest game, Hidden Chronicles. Described as Zynga’s “first social hidden object game” the game incorporates many of the things that make solving puzzles so much fun: critical thinking, memory, skill, sharing and a social aspect. It will be interesting to see if Hidden Chronicles can replicate the huge success the company had with Cityville but for now they have a few fans playing again along here at BigDoor!

–Carrie

Posted in: Blog, Game Mechanics, Gaming, UI, User engagement, UX

Last Friday our Chief Design Officer Matt Shobe spoke at the Creative Mornings: Seattle event sponsored by AIGA Seattle. Creative Mornings is a monthly breakfast lecture series for creative types, with free events hosted all over the world. Matt focused on the importance of design in technology as well as took a look at gamification.  The event was a great success with lots of great questions from attendees like Sacha Maxim (See her great blog post on the event, here).

Since not everyone could attend this event, we would like to share Matt’s slide deck along with the video of the event.

We would like to thank the AIGA team for sponsoring this event, as well as David Conrad on the Creative Mornings side for all their work putting this event together.

Posted in: Blog, Gamification, UX

Software usability evaluation isn’t at all a new concept, nor is it exclusively the realm of bespectacled folks in lab coats, deftly avoiding eye contact behind one-way mirrors. Far from it – “discount” usability testing methods and tools have democratized the process nearly as much as cloud computing has done the same thing to scaling a business’s online infrastructure. (User interface evaluation is even being crowdsourced by companies like UTest.). But your fast-paced market probably demands that you be incredibly nimble and “launch first, ask questions later” – and hope your analytics, some A/B variant testing framework, and direct feedback optimize an initial design. But if you don’t take time to show really early, rough sketch stuff to potential users, “head slappers” – painfully obvious mistakes visible only once you stop protecting your early design from exposure to its intended audience – will lie in wait.

We recently tested portions of a major design update to our tools for publishers who design and deploy BigDoor’s gamification solutions to their sites. The goal? We wanted to learn if our introductory “onboarding” process demonstrated this new experience effectively enough to potential publishers to persuade them to sign up.

Findings? Nope. It did not.

But that’s really good news. Because we had several potential publishers attempt to complete this sign up process and share their frustrations/confusion, we were able to:

  • Remove jargon and update terminology that explained little
  • Identify a point where adding a couple of previews and simple callouts to explain “this does that,” and “this works like that,” makes all the difference
  • Learn that once publishers did find their way through it was fairly easy to understand how to set up the site features they wanted to use

This post should also serve as a shameless plug for Silverback, a stylish, clever tool for video recording a participant’s face and the screen they’re working on, picture-in-picture style, using a Mac laptop’s standard video camera. The impact of the results above was much easier to demonstrate to the entire company with some key video highlights, and all the raw footage was right there on my laptop to work with the moment we wrapped up testing. Hugely useful.

Some imposter dramatizes a dialog box

The barriers to quick, in-house (and crowdsourced) methods for finding out how many head-slappers your early UI designs are lower than ever before. Huge ROI for a relatively tiny investment of time and effort awaits teams of any size.

- Matt Shobe, BigDoor Chief Design Officer & early stage mistake-maker

Posted in: API, Blog, Development, Improvements, Startups, Technology, UI, UX