This document analyzes the game Snow Way in Hell using Nielsen's 10 Usability Heuristics. It identifies several usability issues in areas such as system status visibility, matching game logic to the real world, user control and freedom, consistency and standards, and error prevention. For each issue, it provides a description, proposed solution, and reference screenshot from the game. The analysis is intended to help improve the game's usability and player experience.
My partners Mohammed Alfehaid, Marwan Alruhaili, and I chose to develop a project called Nim. We entered developing this project with little to no knowledge of Android Studio or the development process.
FreeMobileHacks’s passion is mobile games. We love games and we love to write great content about gaming. We are happy to provide you the newest and best content about gaming! And that’s why we are one of the fastest growing gaming blogs on the web. Topics which you can be found on FreeMobileHacks.net include: Game Reviews, News, Tutorials and Hacks. We check the hacks that we upload several times on our own mobile devices before we upload them to the website
http://freemobilehacks.net
This was one of the first games that I made. The game genre was a 2d platformer. the general idea was that the player will be playing as a mole named topito, and his objective is to collect all the coins from the underground for the old man. This showcases some picture of the game.
Presentation of concept for an augmented-reality mobile game to alleviate phobias and induce relaxation. Done by Danny Fain as a project in 2013 as part of MSU online course "Foundations of Serious Games".
My partners Mohammed Alfehaid, Marwan Alruhaili, and I chose to develop a project called Nim. We entered developing this project with little to no knowledge of Android Studio or the development process.
FreeMobileHacks’s passion is mobile games. We love games and we love to write great content about gaming. We are happy to provide you the newest and best content about gaming! And that’s why we are one of the fastest growing gaming blogs on the web. Topics which you can be found on FreeMobileHacks.net include: Game Reviews, News, Tutorials and Hacks. We check the hacks that we upload several times on our own mobile devices before we upload them to the website
http://freemobilehacks.net
This was one of the first games that I made. The game genre was a 2d platformer. the general idea was that the player will be playing as a mole named topito, and his objective is to collect all the coins from the underground for the old man. This showcases some picture of the game.
Presentation of concept for an augmented-reality mobile game to alleviate phobias and induce relaxation. Done by Danny Fain as a project in 2013 as part of MSU online course "Foundations of Serious Games".
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)Elida Arrizza
A great User Experience (UX) is key to user delight and a positive attitude toward a brand. We’ve all had that moment when we’ve experienced frustration at doing or getting something online, but may have trouble understanding or communicating why.
A core element of UX is Usability, which focuses on whether or not a given task can be accomplished on a website, helping to rid us of any of those frustrations. This presentation will provide you with a basic understanding of the language and purpose of usability, as well as an overview of tools and techniques to improve your site’s usability by examining the 10 golden heuristics. This talk is ideal for designers, UX professionals, developers and anyone who wants to know more about how users think and what we can do to make things easier for our audience.
http://montrealgirlgeeks.com/2014/09/23/september-10-golden-usability-heuristics-with-elida-arrizza/
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
Published on May 11, 2015
There are lots of suggestions about how to make a game fun. Best practices are everywhere, but you can't just follow them blindly. To create a fun game, you have to figure out how best practices integrate into your specific game. Come see what we did wrong, and what we learned along the way.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
1. Team Assignment 1:
Nielsen’s 10 Heuristics
Ian Henderson, Quinton Maza, Dante Odorico,
Brian Pisarczyk, and David Sabre
Assignment 2
Full Sail University
2. Game Summary
Snow Way in Hell is a survival themed platformer. Players
take on the role of a snowball in Hell that becomes
sentient and must escape. Players then run and jump to
traverse the dangerous landscapes. They must avoid
enemies and/or freeze and consume them using
snowballs. This game takes place in a cartoony version of
Hell. There are a total of nine levels that players must play
through, with two bosses to defeat.
3. Problem There are no meaningful cues about system status.
Rating Major
Description ● There are two statuses: “Frozeness” and “Timer”
● There are also no visual cues for death or injury.
● There is no outline to define and separate the system status from the game’s
background.
Solution ● By using the snowball as its own visual cue, the snowball could flash once when
it’s hit and flash continuously when the player’s health is low.
● By placing a colored box behind the statuses, they would be easier to read.
Reference Shot
These are the only two cues for the player: a clock that counts up and a “Frozeness” bar
that is never properly explained.
Visibility of System Status
4. Problem The game adheres to basic logic most of the time (gravity, death, enemies, etc.), but there
are some mechanics (like flying on steam and eating enemies) that go against what a
player might expect.
Rating Major
Description ● By throwing a snowball onto fire, the player creates a fountain of steam that
carries them up. This is never explained by the game, and doesn’t seem like an
obvious action.
● The player is not notified as to what their limited resources are (health, snowballs,
time limit).
● No clues on how to complete the level (arrows pointing in the directions, sound
effects).
Solution ● By explaining to players the logic behind these mechanics, they wouldn’t feel so
absurd and out of place.
● Place arrows that gives the player hints, or clues, towards a specific task.
● Include a message, sound effect, or highlight the specific resource that is running
low.
Reference Shot
An example of the steam that inexplicably forms over fire after a snowball lands on it.
Match Between Systems
and the Real World
5. Problem On exiting the game, there is no confirm prompt.
Rating Minor
Description ● When exiting the game from the in-game menu, one click brings the player back to
the main menu and erases all checkpoints.
Solution ● A confirmation prompt that appears when the player clicks exit that says:
“Are you sure you want to quit? All progress will be lost.”
would prevent a player from accidentally exiting and losing all of their progress.
Reference Shot
When a player tries to exit the game, there is no confirmation prompt or corresponding
information displayed.
User Control and Freedom
6. Problem Running into enemies brings different results sometimes.
Rating Minor
Description ● When the player usually runs into enemies, the player takes damage while the
enemy is fine.
● After the player freezes an enemy, the player has to run into the enemy again in
order to consume him.
● Walking into a frozen enemy doesn’t trigger an animation or notify you that
you’ve accomplished something.
Solution ● By either explaining the difference in strategy, or making the action of walking
into an enemy always have the same effect, the mechanic would be less confusing.
Reference Shot
In this shot, a player is between an enemy that will kill him if it touches him, and a frozen
enemy that grants the player more life for touching it.
Consistency and Standards
7. Problem There is no system currently in place to minimize player errors.
Rating Major
Description ● Players play the game without any instruction concerning controls, enemies,
obstacles, or even the end goal.
● While playing through, players will inevitably make errors (like walking right into
lava because they don’t know how to double jump) that may become very
frustrating.
● Players are not given any options after falling into lava or health running low.
Solution ● Context-based clues, whether in the form of on-screen text, audio, or pictogram,
would probably prevent most player error due to trial-and-error.
● Players should be given a choice to either restart the level, reload the last
checkpoint, or end the game.
Reference Shot
On death, the player is not told how to prevent making the same error twice.
Error Prevention
8. Problem Since the game never tells players how to control their character, players are forced to
learn all the mechanics by trial and error. Whenever a player encounters an obstacle, they
needs to remember all of the mechanics they’ve learned so far.
Rating Major
Description ● Whenever a player encounters an obstacle, it’s up to the player to memorize how
to overcome it.
● Some mechanics, like using steam to float over lava, are so obscure that some
players that come across them have little to no idea on how to progress.
● All controls need to be memorized by the player; there’s no in-game instruction.
Solution ● By including an on-screen cue the first few times the player encounters the given
condition, players learn to associate the game’s cues with possible actions. This
could then be encouraged further through the use of color or sound cues giving
the player hints about similar obstacles.
● There should be a “tutorial” level to teach the player the controls and mechanics.
Reference Shot
Whenever a player encounters an enemy or obstacle, it’s entirely up to the player to try to
discover - then remember - the appropriate course of action.
Recognition Rather than Recall
9. Problem Players have no options to adjust the game’s difficulty or set up the game in any form.
Rating Minor
Description ● The menu does not allow for players to select a difficulty that matches their skill
level.
● This game scales way too quickly, this is in part to the lack of description for in-
game mechanics, but also the overall difficulty of the puzzles.
● Complex jump patterns and snowball throwing mechanics make for a frustrating
time for most players.
Solution ● Create the game to have an “easy” mode accessible for new players, as well as
make both “easy” and “hard” accessible from the main screen.
● Alternatively, this game could slowly scale up towards a higher difficulty as the
player progresses through the levels.
● The difficulty of all levels could be reduced than they currently are. An example of
this could be reducing level obstacles in size and number.
Reference Shot
The only options available to the player involve graphic and audio output. Nothing that
concerns actual gameplay.
Flexibility and Efficiency of Use
10. Problem The background is full of irrelevant information and action.
The game has little information that is helpful to the player.
Rating Minor
Description ● The game takes on a minimalist design in most of its components, but the
distinction between foreground and background is distracting.
● The background serves only as a distraction from what’s happening to the player in
the foreground.
● The only information provided to the player are yellow arrows that will enlarge the
player or shrink the player.
Solution ● By restricting the role that the background plays to scenery or an occasional event,
the player would have less distractions.
Reference Shot
In this shot, you see that the background is hard to distinguish from the action of the
foreground. The background is both scenery (a massive chair) and a threat (the rocket
launching statues).
Aesthetics and Minimal Design
11. Problem In the event that the player dies, there is no instruction about what the player has to do to
avoid the same error twice.
Rating Major
Description ● After the player dies there’s no feedback for the player telling them what caused
them to die or what made them restart from a checkpoint.
Solution ● A brief message on the screen that explains why the player died and how to
restart the game.
Reference Shot
On death, there’s no feedback for the player whatsoever, just a blank screen.
Diagnose and Recover From Errors
12. Problem Little to no documentation.
Rating Major
Description ● The game provides very little online documentation to describe how to play the
game.
● The game lacks any page or menu that displays the button layout and overall
control scheme of the game.
Solution ● By including a visible in-game control scheme or help menu, players would have a
reliable resource to learn more about, and better understand, the game.
Reference Shot
On the pause menu, there is no way to check or learn the controls. By adding a control
layout or tutorial page to the pause menu, players could learn more about the game
without wasting time on trial and error.
Helpful Documentation
13. References
1. Nielsen, J. (January, 1995). Characteristics of Usability Problems Found by Heuristic
Evaluation.
Retrieved from:
http://www.nngroup.com/articles/usability-problems-found-by-heuristic-evaluation/
2. Nielsen, J. (January 1995). 10 Usability Heuristics for User Interface Design.
Retrieved from:
http://www.nngroup.com/articles/ten-usability-heuristics/
3. Sticks-N-Stones. (January, 2012). Game Design Document for Snow Way in Hell.
Document.
4. Sticks-N-Stones. (2012). Snow Way in Hell.
Game.