Ease of use: Number of needed interactions with the UI, complexity of interactions, number of hands needed to complete the actions, thumb zone etc.
Acceptance criteria met:
[ ] Implement changes to update the rating values of the above designs
[ ] Identify any new player issues that may arise from each of your rough designs and the potential for them to be mitigated.
[ ] Decide on 1-2 designs that have the greatest potential to work by analyzing the results from previous steps.
[ ] Share all your results from the previous steps with the team in a table containing concise information; It’s important to also show your thought process for the design decisions you have made.
[ ] Get the greenlight from project owners to start work on a detailed Figma prototype for one of the high potential rough designs.
Acceptance Criteria
[ ] Players should know which improvements they can and cannot build, given the resources they have.
[ ] Players should know what resources will be consumed when they build an improvement.
[ ] Players should know what resources they need (and which resources are missing) to build an improvement.
Players with less than 5 games get to see this
In CU they show it here which is bad UX
Figma Layout:
The resource costs screen for the player's context while building
As a player, I need to understand what improvements I can and can't build, and which resources are consumed and/or required for building improvements.
Note: In the Colonist's browser version, this is accomplished on-hover, but we'll need to be thoughtful about how we implement this on mobile.
Steps
Acceptance Criteria
Players with less than 5 games get to see this
In CU they show it here which is bad UX
Figma Layout:
The resource costs screen for the player's context while building
https://www.figma.com/file/KjHdwcS3tBLtE3DXFKyJQK/Mobile-Game-Master-File?node-id=755%3A205795&t=Ad0LvEsAILakNuPj-1