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Unity As A Game Design Tool - by Pietro Polsinelli

Gamasutra.com Blogs - 29 August 2018 - 6:59am
Here are slides and a video from a live broadcast where I presented ways to do game design in Unity, providing context, sample code and references. I try to show how integrating coding and game design may lead to good quality game projects
Categories: Game Theory & Design

If I Could Turn Back Time - by Joseph Cassavaugh

Gamasutra.com Blogs - 29 August 2018 - 6:58am
This is a video of a talk I gave last July at CIMFest 2018. I was told it was my best (by people I know), and that it was good with lots of excellent tips and information in it (by people I don't know). Thought it was worth a short blog post here.
Categories: Game Theory & Design

How to make a good puzzle - An explorable explanation - by Tom Hermans

Gamasutra.com Blogs - 29 August 2018 - 6:57am
The Rubik's Cube. Sudoku's. Video games. Puzzles are everywhere, but just how do you make a good puzzle—one that's fun, and satisfying to solve? I'll explain this with playable (!) levels from Sokoban in this interactive article.
Categories: Game Theory & Design

InternetDevels: The most installed Drupal modules

Planet Drupal - 29 August 2018 - 6:08am

Modules in Drupal are an integral part. They serve as a tool for extending site functionality and including more features. The main benefit of using modules in Drupal is that you are able to design your site on your own as you wish.

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Categories: Drupal

OpenSense Labs: Decoding Drupal’s Supremacy in Enhancing the User Experience

Planet Drupal - 29 August 2018 - 5:22am
Decoding Drupal’s Supremacy in Enhancing the User Experience Shankar Wed, 08/29/2018 - 17:52

You might have to scratch your head to reminisce about the worst things transpired in your life as you try to keep them at bay. Few corking good moments spent with your best friend will be indelible for the rest of your life. A good experience stays with you for a long time. It is much the same way with the websites. A great user experience with the website not only makes it alluring to the online visitors but establishes the camaraderie between them. Drupal can be a wonderful platform for you to provide an amazing digital user experience.


Let’s dive into an example case straight away to see how a website can influence user experience. Skeleton screen is a blank version of a page where information is incrementally loaded. To keep your online visitors engrossed during slower load times, skeleton screen animation can be really useful.

Source: TandemsevenUnderstanding the user experience A good experience stays with you for a long time

How to explain user experience design to a layman? User experience stresses on establishing a deep understanding of users, their needs, what they value, and their limitations.

We often stumble upon the usage of words UI and UX almost happening interchangeably but other than the ‘I’ and the ‘X’ at the end, there is a major difference.

In short, UI is how things look whereas UX is how things work. Also, UX is a process and UI is a deliverable. Difference between the UX design and UI design can be summarised as depicted in the illustration below:


User Experience Honeycomb represents the qualities that should be at the heart of your UX design ensuring that users find value in what you are offering to them.

The qualities or facets of the user experience shown in the hexagonal depiction given here can be explained as follows:

Source: Semantic Studios
  • The website should be able to deliver value to the users. For instance, the UX should advance the mission for non-profits and contribute to the bottomline and alleviate user satisfaction.
  • We must ask ourselves whether our products and services are useful.
  • Usability is of paramount importance even though the interface-centered methods and perspectives of interaction between human and computer do not address every aspect of website design.
  • Our brand identity should get more desirable in our pursuit towards building a robust online presence
  • We should emphasise on building a navigable website with findable objects to help users find what they need.
  • Making our website more accessible to differently-abled people which is the ethical thing to do.
  • There must be credibility in what we offer to users and they should be able to trust and believe in our offerings.
Important tips to improve user experience

To create a good User Experience, a well-planned methodology is required. You would have to think of every possible way a user can interact with your website so that you can strive to improve that interaction.

To create a good User Experience, a well-planned methodology is required. 

With the rapidly changing digital marketing landscape, your website might seem to be in need of redesign and look outmoded. Some of the simplistic ways to improve your website in order to keep up with pace of changing UX needs are laid down below:

  • Using white space makes your content more legible and helps the online visitors to focus on the elements surrounding the text. White space around the text and the titles enhances user attention by 20 percent.
  • Page speed hugely influences UX. Sluggish page load can prove to be an interrupting experience for the users and frustrate them to the core. Most often than not, users just do not have time to wait. Even if the page loading time has a 2-second delay, the website abandonment rate can reach up to 87 percent.
  • Using attractive calls-to-action (CTA) that are marked with an action word enables the easy navigation on your site and the users can easily  get to where they want. More than 90% of the users, who read your headline, would also check out CTA.
  • Using hyperlinks on your page is extremely helpful to grab the attention of the reader. Visual cues like underlined text and different coloured text makes it easy to identify.
  • Using bullets helps the users to get all the information they want quickly and precisely. They will be able to quickly understand benefits, how you solve their problem, and the key features of a product or service.
  • Wise usage of images on your website to support the content can allow a visual break for the users from the text. You need to make sure that they are relevant. Like using an actual image conveying your brand and its services instead of a stock photography can create a connection between the user and the brand.
  • Including well-designed and written headings based on what your potential customers are seeking can be useful. For instance, including keywords in your title can help in targeting your message and getting the attention of right audience.
  • Maintaining website consistency is tantamount to a great UX. Heading sizes, colouring, button styles, design elements, font choices, illustration styles, photo choices etc. should be should themed in a way that your website design is coherent between pages and on the same page.
  • Optimising your site to handle error 404 (page not found) can prove fruitful. Error 404 can frustrate a user and make him rethink spending time browsing your site.
  • Making your site fully responsive should be of top priority. Mobile responsive and mobile-friendly site makes it easy to navigate and works well across platforms from desktops to handheld devices. 57% of users won’t recommend a business which does not have a mobile responsive website.

Take away 50+ User Experience Tips and make sure the user has the best experience on your website

How is Drupal 8 great for an amazing user experience?

Drupal 8 has been a leading CMS when it comes to a powerful and an astounding user experience. Let us look at what makes Drupal 8 so spectacular for designing a compelling user experience for your website.

Responsive web design

Responsive websites are a must-haves nowadays to work well on any screen size. Drupal 8 helps in building websites with responsive web design approach out-of-the-box with some help of contributed modules. Also, there are several Drupal themes that help in creating a responsive design.

Web personalisation

Personalising the content on your website helps in making users to view the content in which they are interested. Web personalisation can be done on the basis of demographics of the user, login time and date of the user, gender, device details of the user etc.

Acquia Lift Connector, Drupal module, offers integration with the Acquia Lift service with an improved user experience for personalisation, testing and targeting the frontend of website directly.

Performance optimisation

A fast-loading speedy website significantly contributes towards the betterment of user experience, usability and engagement. Drupal 8 is one of the most efficient CMS for enabling enhanced page speed.

Caching is an important feature that you can configure for enhancing your website speed. Drupal modules like Internal page cache, Dynamic page cache, BigPipe, Redis, Varnish, and Memcache API and Integration offers different sorts of caching methods to meet the requirements of your website.

Page speed can also be accentuated by disabling unwanted modules or those which are seldom used. Drupal 8 also helps in optimising images for better performance.

Multilingual capabilities

Drupal 8 core comes engrained with multilingual capabilities. It lets you translate content, site interfaces, language, and configuration out-of-the-box. For instance, you can translate the content of your website into a particular language on the basis of user’s geographical location.

Social media

Connecting with friends in one of the biggest pluses of social media elements. Social media can also be a powerful marketing tool. Incorporating social media elements into your website allows users to share the experience, that they had with your website, to the world.

Drupal offers a suite of modules to help you. Easy social, a Drupal module, lets you add share buttons to your nodes.

Another Drupal module, OneAll Social Login, allows you to register and login to the Drupal website using existing accounts on social networks.

A/B testing

A/B results help in determining how well is your website performing and how can you improve it further. Drupal 8 offers modules to carry out A/B testing.

For instance, A/B Test JS module lets you perform A/B and multivariate testing via JavaScript and exposes a UI for creating tests.

Webform A/B Testing module helps in setting up A/B tests consisting of various webforms for determining the most effective one. It tracks how many times a webform has been shown to users and also how many users have responded by completing the form.

How is Drupal Community striving hard to improve the admin UX?

With a highly active bunch of Drupal enthusiasts in the Drupal Community, the objective of making Drupal more and more better for everyone is an everlasting thing. While Drupal is great for improving user experience for online visitors, site administrators are not to be left out. The Admin UX User Study group in the Drupal Community has come up with great insights in a research done on further improving admin UX.

Being new to Drupal may prove to be an arduous task for the content editors to get along with the administrative interface that the platform has to offer. The Admin UX User Study strives to make betterments to the Drupal admin UI with the objective of making it an amazing platform for site administrators.

Findings of Admin UX study

Key focus of the research was on content editors who are responsible for putting great content on the site. Survey was conducted to understand what content editors love about Drupal and where do they find it challenging.

Most of the respondents in the survey said that Drupal is flexible, customisable and lets them have control over their content.
When asked about the challenges, the survey gave some interesting insights. Many content editors opined that a lot of intricacies are due to the UI provided by the paragraphs  and panels.

More hurdles were centred around searching for documentation, content editing UI, understanding jargon and technical terminologies, and media management. There was also a mention of complexities with content editing interface while adding content translation to the mix.

Efforts to improve Admin UX

With a highly active bunch of Drupal enthusiasts in the Drupal Community, the objective of making Drupal more and more better for everyone is an everlasting thing.

Interestingly, among the things that Drupal Community is trying to achieve, the responses made by the content editors were already being worked upon. For instance, Drupal Gutenberg project aims to revolutionise publishing experience through a modern UI which is based on Wordpress’s Gutenberg project.

Also, configuration changes like minimising the user permissions for editors, offering access to an admin menu with limited set of options, and customisation of some of the default widget settings are being worked upon. That is, configuring a role for content authors out-of-the-box and altering some of the Drupal’s default configurations can offer a wonderful content editing experience.

Success story

Federal Emergency Management Agency (FEMA), which helps people to cope with natural and man-made disasters, chose Drupal for delivering a powerful user experience. The new digital platform was designed for dependability during critical times.


Federal Emergency Management Agency (FEMA) provides up-to-the-minute details on several important facts during emergencies. The old version of FEMA.gov was not a dependable site with outmoded navigation features and slow page load speed that made it difficult to be accessed during critical events when traffic spikes.

Knowing the significance of delivering a reliable digital experience for users, FEMA wanted a user-friendly and highly resilient site with the provision of more meaningful communication. It also had to cope with traffic spikes and also be scalable at the same time.


Project challenges

Primary concern for the design team was creation of a friendly and functional design and user interface. By holding a series of user focus groups, they got the much needed feedback which indicated that the existing site was too convoluted, it was difficult to find information, and some of the content were outmoded. The site also did not support smartphones and tablets.

The existing system did not support swift and efficacious communication. Most often than not, the site experienced overloads and very slow page load times especially during emergencies when it is most needed. It was not resilient and was not able to consistently deliver a high performing experience. In addition to these issues , there was difficulties with content editing.

Project outcome

To address these challenges, FEMA chose Drupal as the their preferred content management system. To handle the large-scale rebuilding of the site where thousands of pages had to be reviewed, updated and migrated to the new site, development and testing was done in iterative process. This helped in easily scaling the project and making adjustments and reorientations.

The website of FEMA.gov turned mobile friendly and could be accessed from devices ranging from desktop to mobile devices. It also paid special attention to accessibility for those users requiring assistive technologies. The new site architecture minimised the number of clicks that was needed for accessing information thereby making navigation and retrieval faster and simpler. Technical design solutions were implemented that were in accordance with Section 508 compliance standards.

After the launch of the new site, not only it proved cost-effective but provided value to the users. It offered better access to critical disaster-assistance details, higher interactivity and accessibility, cross-platform compatibility and the ability to rapidly and dependably disseminate key content in multiple languages.

Being open source, Drupal-based architecture assisted with the improvement of performance and enabled FEMA to provide the public with swift access to data that could be modified in real-time, if needed. With the mobile-optimised version of FEMA.gov, that has enabled enormous amount of information on-the-go, user experience and the over user satisfaction has improved as well.

Conclusion

Offering the best digital user experience is the goal of every digitised firm. With right means of implementation and Drupal’s amazing features, building a site with a great UX should be cutting through a piece of cake. 

Talk to our Drupal experts for developing a Drupal-powered website with best website design implementation for your business. To improve your website’s user experience, contact us at hello@opensenselabs.com
 

blog banner blog image User Experience Digital user experience Website Experience Digital experience UX UI User Interface Admin UX Admin user experience Responsive web design web personalisation Multilingual Site social media Performance Optimisation A/B testing Drupal 8 Drupal module Drupal Blog Type Articles Is it a good read ? On
Categories: Drupal

An object at rest

Adventures in Interactive FIction - 17 May 2008 - 2:03pm

So obviously, the pendulum of progress stopped swinging on my game.  As much as I tried to prevent it, pressing obligations just wouldn’t take a back seat (nor would the burglars who, a few weeks ago, stole 90% of my wardrobe and who last week stole my monitor).  So after a string of hectic weekends and even crazier weeks, this weekend has been pretty wide open for doing whatever I want to do.  And not a moment too soon!

So after doing all the other things I try to do with my weekends, I finally loaded up the ol’ Inform 7 IDE and started working on my game.  To get me back in the swing of things, so to speak, I started reading through what I’d already written.  It was an interesting experience.

Strangely, what impressed me most was stuff I had done that I have since forgotten I learned how to do.  Silly little things, like actions I defined that actually worked, that had I tried to write them today, probably would have had me stumped for a while.  Go me!  Except, erm, I seem to have forgotten more than I’ve retained.

I also realized the importance of commenting my own code.  For instance, there’s this snippet:

A thing can be attached or unattached. A thing is usually unattached. A thing that is a part of something is attached.

The problem is, I have no idea why I put it in there – it doesn’t seem relevant to anything already in the game, so I can only imagine that I had some stroke of genius that told me I was going to need it “shortly” (I probably figured I’d be writing the code the next night).  So now, there’s that lonely little line, just waiting for its purpose.  I’m sure I’ll come across it some day; for now, I’ve stuck in a comment to remind myself to stick in a comment when I do remember.

It reminds me of all the writing I did when I was younger.  I was just bursting with creativity when I was a kid, constantly writing the first few pages of what I was sure was going to be a killer story.  And then I’d misplace the notebook or get sidetracked by something else, or do any of the million other things that my easily distracted self tends to do.  Some time later, I’d come across the notebook, read the stuff I’d written and think, “Wow, this is great stuff!  Now… where was I going with it?”  And I’d never remember, or I’d remember and re-forget.  Either way, in my mother’s attic there are piles and piles of notebooks with half-formed thoughts that teem with potential never to be fulfilled.

This situation – that of wanting to resume progress but fumbling to pick up the threads of where I left off –  has me scouring my memory for a term I read in Jack London’s Call of the Wild.  There was a part in the book where Buck’s owner (it’s late, his name has escaped me) has been challenged to some sort of competition to see if Buck can get the sled moving from a dead stop.  I seem to remember that the runners were frozen to the ground.  I thought the term was “fast break” or “break fast” or something to that effect, but diligent (does 45 seconds count as diligent?) searching has not confirmed this or provided me with the right term.  Anyway, that’s how it feels tonight – I feel as if I’m trying to heave a frozen sled free from its moorings.

The upside is, I am still pleased with what I have so far.  That’s good because it means I’m very likely to continue, rather than scrap it altogether and pretend that I’ll come up with a new idea tomorrow.  In the meantime, I’ll be looking for some SnoMelt and a trusty St. Bernard to get things moving again.

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Time enough (to write) at last…

Adventures in Interactive FIction - 14 April 2008 - 3:24pm

So I didn’t get as much coding done over the weekend as I had hoped, mainly because the telephone company *finally* installed my DSL line, which meant I was up til 5:30 Saturday am catching up on the new episodes of Lost.  That, in turn, meant that most of the weekend was spent wishing I hadn’t stayed up until such an ungodly hour, and concentration just wasn’t in the cards.

However, I did get some stuff done, which is good.  Even the tiniest bit of progress counts as momentum, which is crucial for me.  If the pendulum stops swinging, it will be very hard for me to get it moving again.

So the other day, as I was going over the blog (which really is as much a tool for me as it is a way for me to share my thoughts with others), I realized I had overlooked a very basic thing when coding the whole “automatically return the frog to the fuschia” bit…

As the code stood, if the player managed to carry the frog to another room before searching it, the frog would get magically returned to the fuschia.  This was fairly simple to resolve, in the end – I just coded it so that the game moves (and reports) the frog back to fuschia before leaving the room.  I also decided to add in a different way of getting the key out of the frog – in essence, rewarding different approaches to the same problem with success.

Which brings me to the main thrust of today’s post.  I have such exacting standards for the games I play.  I love thorough implementation.  My favorite games are those that build me a cool gameworld and let me tinker and explore, poking at the shadows and pulling on the edges to see how well it holds up.  A sign of a good game is one that I will reopen not to actually play through again, but to just wander around the world, taking in my surroundings.  I’ve long lamented the fact that relatively few games make this a rewarding experience – even in the best games, even slight digging tends to turn up empty, unimplemented spots.

What I am coming to appreciate is just how much work is involved in the kind of implementation I look for.  Every time I pass through a room’s description, or add in scenery objects, I realize just how easy it is to find things to drill down into.  Where there’s a hanging plant, there’s a pot, dirt, leaves, stems, wires to hang from, hooks to hang on, etc.  Obviously, unless I had all the time in the world, I couldn’t implement each of these separately, so I take what I believe to be the accepted approach and have all of the refer to the same thing.  Which, in my opinion, is fine.  I don’t mind if a game has the same responses for the stems as it does for the plant as a whole, as long as it has some sort of relevant response.  Even so, this takes a lot of work.  It might be the obsessive part of me, but I can’t help but think “What else would a person think of when looking at a hanging plant?”

Or, as I’ve come to think of it:  WWBTD?

What Would Beta Testers Do?

I’ve taken to looking at a “fully” implemented room and wondering what a player might reasonably (and in some cases unreasonably) be expected to do.  This is a bit of a challenging process for me – I already know how my mind works, so trying to step outside of my viewpoint and see it from a blind eye is hard.   I should stop for a second to note that I fully intend to have my game beta tested once it reaches that point, but the fewer obvious things there are for testers to trip over, the more time and energy they’ll have for really digging in and trying to expose the weaknesses I can’t think of.

I’ve found one resource that is both entertaining and highly informative to me:  ClubFloyd transcripts.  ClubFloyd, for the uninitiated (a group among which I count myself, of course) is a sort of cooperative gaming experience — if anyone who knows better reads this and cares to correct what may well be a horrible description, by all means!– where people get together on the IFMud and play through an IF title.  The transcripts are both amusing and revealing.  I recently read the Lost Pig transcript and it was quite interesting.  The things people will attempt to do are both astonishing and eye-opening.  In the case of Lost Pig (which, fortunately, I had already played before reading the transcript), what was even more amazing was the depth of the game itself.  I mean, people were doing some crazy ass stuff – eating the pole, lighting pants on fire, and so on.  And it *worked*.  Not only did it work, it was reversible.  You obviously need the pole, so there’s a way to get it back if, in a fit of orc-like passion, you decide to shove it in down Grunk’s throat.

Anyway, my point is, the transcripts gave me a unique perspective on the things people will try, whether in an effort to actually play the game, to amuse themselves, or to amuse others.  Definitely good stuff to keep in mind when trying to decide, say, the different ways people will try to interact with my little porcelain frog.

Other Stuff I Accomplished

So I coded in an alternate way to deal with the frog that didn’t conflict with the “standard” approach.  I also implemented a few more scenery objects.  Over the course of the next few days, I’m going to try to at least finish the descriptions of the remaining rooms so that I can wander around a bit and start really getting to the meat of it all.  I also want to work on revising the intro text a bit.  In an effort to avoid the infodumps that I so passionately hate, I think I went a little too far and came away with something a bit too terse and uninformative.  But that’s the really fun part of all of this – writing and re-writing, polishing the prose and making it all come together.

Whattaya know.  Midnight again.  I think I’m picking up on a trend here.

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Day Nothing – *shakes fist at real life*

Adventures in Interactive FIction - 8 April 2008 - 12:13pm

Grrr… I’ve been so bogged down in work and client emergencies that progress on the game is at a temporary (no, really!  Only temporary) standstill.  I’ve managed to flesh out a few more room and scenery descriptions, but have not accomplished anything noteworthy in a few days.  Hopefully after this week most of the fires on the work front will be extinguished, and I’ll have time to dive into the game this weekend.

(She says to no one, since there’s been one hit on this blog since… it started.)

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