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UX OBSERVATIONS
Steve Perron
#1 – The game is really cool…and
addictive!
#2 – Subtility
I know it’s only the
loading screen but the
loading is so subtle that I
nearly missed it and
asked myself if the splash
screen had just
freeze…the loading
animation could be a little
bigger so the user doesn’t
have any doubt about the
current screen status. It’s
the same for all the
screens where the loading
is displayed.
#3 – Contrast and font size
On first sight, I hadn’t
seen that there was a
timer. There should be
more contrast between
the text color and the
background.
Same comment for the objectives
about the contrast. Also, the font
size should be a little bigger for
the old folks, like me, that are
playing the game ;)
Since it’s a repetition of the previous “Objectives” screen, add a « Start
Mission » button. I know that we could only click anywhere on the screen to
dismiss it but make the next step obvious.
#4 – Fire button
Don’t know if I’m the only one with this concern but I found it sometimes difficult
to control the gun movement and the shooting in the same space. For ergonomic
reason why not have a "fire" button on the right part of the screen? For the
lefties, an option could be added in the pause screen to switch the side where the
button is displayed.
#5 – Next Step
Don’t let the user be overwhelmed by all the content on the screen. Just like I’ve
said in the previous slide, make the next step obvious. The user should not have
to search for what to do next. Make it bigger and visually without any question
that this is the next step.
#6 – Don’t make me move for nothing
Adjust the position of this button to be in line with the natural position of the
thumb so I don’t have to move my thumb to the right to tap on it. The main
option could be positioned at the bottom center at the place of the comment
button that should be moved to the top next to the Facebook button.
#7 – Don’t make me move for nothing –
Part 2
Same thing when I failed a mission, move the two action buttons to the center, to
limit the thumbs unnecessary movement
#8 – Design?
Make the buttons bigger and move them to the center of the screen.
I know it’s only a confirmation screen but is it a reason to avoid any design? Make
it like it’s part of the game with contextual visuals.

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Hitman Sniper - UX Observations

  • 2. #1 – The game is really cool…and addictive!
  • 3. #2 – Subtility I know it’s only the loading screen but the loading is so subtle that I nearly missed it and asked myself if the splash screen had just freeze…the loading animation could be a little bigger so the user doesn’t have any doubt about the current screen status. It’s the same for all the screens where the loading is displayed.
  • 4. #3 – Contrast and font size On first sight, I hadn’t seen that there was a timer. There should be more contrast between the text color and the background. Same comment for the objectives about the contrast. Also, the font size should be a little bigger for the old folks, like me, that are playing the game ;) Since it’s a repetition of the previous “Objectives” screen, add a « Start Mission » button. I know that we could only click anywhere on the screen to dismiss it but make the next step obvious.
  • 5. #4 – Fire button Don’t know if I’m the only one with this concern but I found it sometimes difficult to control the gun movement and the shooting in the same space. For ergonomic reason why not have a "fire" button on the right part of the screen? For the lefties, an option could be added in the pause screen to switch the side where the button is displayed.
  • 6. #5 – Next Step Don’t let the user be overwhelmed by all the content on the screen. Just like I’ve said in the previous slide, make the next step obvious. The user should not have to search for what to do next. Make it bigger and visually without any question that this is the next step.
  • 7. #6 – Don’t make me move for nothing Adjust the position of this button to be in line with the natural position of the thumb so I don’t have to move my thumb to the right to tap on it. The main option could be positioned at the bottom center at the place of the comment button that should be moved to the top next to the Facebook button.
  • 8. #7 – Don’t make me move for nothing – Part 2 Same thing when I failed a mission, move the two action buttons to the center, to limit the thumbs unnecessary movement
  • 9. #8 – Design? Make the buttons bigger and move them to the center of the screen. I know it’s only a confirmation screen but is it a reason to avoid any design? Make it like it’s part of the game with contextual visuals.