Tips of improving use experience of Big Farm
Menu of context
When you click the icon of the item, like a building or a land, a context menu will pop up, it is interesting but not friendly to control. A text book about UX say it is hard for user to control when menu be displayed like a circle. In this game, it is easy be wrongly clicked when you are collecting resources. The best solution is click to sow or to harvest, according to context of action. Like Farmville.
Tiny button
The button is too small for user to click, especially when it is the sole action button.
Hover is better than click
It is better hovering on to displace more information than click. You don’t need click again to close pop-up.
Save action
When quest is completed, the reward should be automatically received. No bother users to click a button to claim, the button should be Share To Friends.
Confined place
Where should the help be display is a new pop-up. Because that is confirmed to user anticipation, and will have more space to displace.
Preview take up space
Building items should take up most space. The main purpose of user is to choose items. So the preview should be folded to context of items.
Small numbers have no attaction
The numbers should present a sense of bonus, a benefit. So get them bigger and more attractive.
Surplus display
When the crop is ready for harvest, there will a display icon in right left screen, when you click it, the focus of screen will change to the crop. I think it is a surplus of this function. Why cannot click to harvest, even no this icon.
More convenience, more revenue
When there is no item in the inbox or other similar inventory category. You should not just give advice about how to get those items, you should give direct solutions like a bottom to process those advices. It will be a chance to promote your goods and also a convenience for users.
Conformity
Conformity is important for user to grasp what happened. The pop-up interface should be in the center of screen. That is a custom of most games.
No distraction
New quest icons should not distract users with its dazzling animation. Just show them some seconds to remind users, not all time.
Intrusion be short
When leveling up, a pop-up will be displayed. That is a custom, but when I am playing game in the high time, the pop-pup may distract me form the things that may be important. I want to close pop-up instantly. So better let me close it when I click anywhere of screen.
Display according to importance
The Cooperative searching for member’s item list should take up more space, it is important things in this interface.
When I am in the game, click a link should not let me close my game and take me to another place.
This is a game, so interface should be more vividly and lovely and like a game.
Ten tips to improve user experience of Empire
Overall, Empire is a good game with excellent UI and gameplay, but there are many rooms for user experience enhancing.
I want to bring up Clash Of King, which is similar to this game, has very smoothly user experience flow that you can completed nearly all task just using one-hand, and it has spacious space for control, and its interface is very easy for user to make sense of. We can learn many form that.
Big caution
The character and icons are too small for me to discern and tap, especially when the game is operated in big screen platform like iPhone 6 plus.
Battle report
One of the main gameplay of this game is battle. So better display battle reports at obvious place, like on main screen.
Icon with label
People don’t know icons when they haven’t played this game for a long time. So it is a burden to learn for people. Better use icon with label or use common icon.
Label is important
It is hard for users to make sense of contents without labels or descriptions. Let user know things quickly with label. Don’t make them think.
Multi-option
When user choose item, they want see more options not just one, so they can compare them in context.
Label close to item
User will make connecting between with close label and item, so better to make them close.
Menu placement
User will make mistake easily if you put context menus of an item on the right or left of the item. Better put them on the bottom or top of the item. See Clash Of King.
Tell user what they need to know
In producing interface, I don’t know the maximum permitted numbers directly unless I try to click. It is a cost of time
Give solution
When I will be attacked, I need to act, so better give me a solution. Show me the button so that I can act directly. Like defense or ask for help from ally.
Give me a link
After I lunched my app, you showed me a promoting pop-up, but when I clicked the picture, no response. You better give me a link to act directly, I want to know more. When we play game, we are like interacting with a person, so be friendly to your users.