colonistio / design

https://colonist.io
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Mobile App: Create Room (Studies) Iteration 2 #274

Closed samgawaran closed 1 year ago

samgawaran commented 1 year ago

Goals

Needs

Principles

Research

image

Solutions

Solution 1: Settings/Players Tab

image

Followed Principles: Visibility of system status, User Control, and Freedom Ignored Principles: Contrast

Solution 2: Sticky Chat at the bottom

image

Followed Principles: Visibility of system status, User Control, and Freedom Ignored Principles: Balance

Solution 3: Swipe Up Player/Chat Tab

image

Followed Principles: Hierarchy, Visibility of system status, User Control, and Freedom Ignored Principles:

Conclusion

Proposed Solution: Solution 3: Swipe Player/Chat Tab

Benefits:

Potential Risks:

Loom Video: https://www.loom.com/share/058aee72f39e4e3a8374e8a20eaff74c

Considered

Reviewers

@demiculus @JuanRoman77 @woodifred @5econds

JuanRoman77 commented 1 year ago

Looks good. Some feedback and suggestions: image

  1. Remove Settings word (what is settings info btw? 🤔)
  2. Add info button so people check out the basic rules for each game modes (current implementation)
  3. Get Maps -> Preview (current implementation)
  4. Remove arrows from all settings, or keep them for all settings. I suggest removing them from the speeds, to be consistent with the rest of the settings
  5. Ignore
  6. Remove these icons
  7. IMPORTANT: The link should be visible. Many players don't share the entire link and paste it, but they type the room ID or just read it out loud. I'd probably keep the current implementation rather than just having a big button
demiculus commented 1 year ago

Goals

I'm not sure why the goals were changed. https://github.com/colonistio/design/issues/263#issuecomment-1383563094

Get users to easily invite friends Get users to easily start games Get users to customize game

The third one is not our goal, customization is a revenue model. Its a part of a goal. If you change the goal you WILL DESIGN WRONG

If goal is -> Customize game -> It will make sense to put the most edited options at the top. If goal is -> Convert users to paid user -> It will make sense to put the premium options at the top.

Allow users to kick and accept certain type of players (low/high karma..) Make users aware of different modes to convert them to paying users Players who play on Desktop vs Mobile shouldn't have a too different experience

These are not goals.

  1. A user needs to be able to kick in order to start the game easily.
  2. A user needs to see different options in order to convert to paying users
  3. This isn't a need, we can optimize later

Needs

Consistency with the Colonist branding Use our current assets/components as much as possible Apply all good suggestions from the previous iteration: https://github.com/colonistio/design/issues/263

Those are not the players needs. Those are Colonist guides that is applicable for all designs.