The project uses a clean and minimalistic UI design, with a white background and orange buttons, to create a visually appealing and easy-to-use interface. Using simple shapes and color schemes helps users focus on the content and the interactions with the project.

The project uses the psychology of UX to create an immersive experience for the user. The use of visual feedback and interactions, such as the movement and sound of the duck, engages the user's senses and creates a sense of satisfaction and enjoyment.

The project follows the design thinking process involving empathy, ideation, prototyping, and testing. The design team has considered the needs and expectations of the users and has created a prototype that is intuitive and easy to use.

The project puts the user at the centre of the design process. The UI design and interactions have been developed with the user's needs and preferences in mind, resulting in an easy-to-use and engaging project.

The project has been designed specifically for the web, taking into consideration the unique aspects of web-based user interfaces. The use of large buttons and simple shapes ensures that the project is accessible to a wide range of users, including those with disabilities.

Comments

Log in with itch.io to leave a comment.

Andres Review: 

Lucas' game featuring a duck is designed with a clean and minimalistic UI, orange buttons and when clicked, they change their background colour to white, which creates a visually appealing and easy-to-use interface. The simple shapes and colour schemes used in the project help users focus on the content and interactions, following the principle of simplicity in UX design.

The game starts with an Intro scene that immediately shows a "Play" button to start the game, providing a clear call-to-action for users. Upon clicking the "Play" button, users are taken to the menu where they can choose the duck scene among the scenes from the other students that or not implemented at this stage. It indicates a simple and straightforward navigation flow, following the UX principle of ease of use.

In the duck scene, users are presented with a 3D model of the duck in the middle of the screen, which serves as the focal point of the interaction. The ambient background features a small lake, grassland and some basic shaped trees, which adds to his scene's overall look and feel and improves the immersion by mimicking real nature components. The option to move the duck left, right, grow, and rotate is provided on the left of the screen, allowing users to easily manipulate the duck's movements, following the UX principle of user control.

The project also features a "Back to Menu" button, which provides users with a convenient way to return to the menu and choose a different scene if desired, contributing to good navigation and user flow. All buttons are easily accessible, although I would have put them to the right of the screen as most game controls are situated there. Especially if you consider playing it on mobile devices where most users are right-handed and therefore use their right thumb to reach those buttons.

The use of psychology in UX design is evident in the game, with visual feedback and interactions such as the movement engaging the user's senses and creating a sense of satisfaction and enjoyment. This helps create an immersive user experience, following the UX principle of user engagement.

The project follows the design thinking process involving empathy, ideation, prototyping, and testing, demonstrating a user-centered approach to design. The needs and expectations of the users have been considered, resulting in an intuitive and easy-to-use prototype.

The project is designed specifically for the web, with large buttons and simple shapes to ensure accessibility for a wide range of users, including those with disabilities. This demonstrates consideration for inclusive design, following the UX principle of accessibility.

Overall, Lucas' duck game prototype exhibits positive UX aspects such as clean and minimalistic UI design, simple navigation, user control, engaging interactions, user-centered design thinking process, and accessibility considerations. Addressing any potential areas for improvement, such as providing additional feedback or moving the buttons to the more convenient right side of the screen, can further enhance the overall user experience of the game.

PS: Nice work on modelling the duck. Impressive!

MARLYZ REVIEW:

The prototype is easy-to-use and engaging project.

VISUALLY

background

  • I like that you use green color for the first screen, making a connection with the nature theme. I would add some bright colors, banners, or objects to the page to make it more striking to the user.
  • In Luca's Screen, there is good contrast between blue (lake) and green (grass), increasing attention to the object.

The object

  • The duck is very well done; I would like to see the front of it. 
  • Buttons
  • The round shapes of the button create a visual contrast that attracts instant attention; I would increase the size of the buttons so the text can fit on them without touching the frame border.
  • The white background and orange buttons are well thought out for users because they make a contrast and will help the user experience be more intuitive.
  • In Luca's Scene, the buttons look organized. And they do what it says they are going to do. However, I would move the movement buttons to the inferior corners so the user can manipulate them with their thumbs and shorten the names or use symbols to make it more intuitive.

Font

  • The font is easy to read 

USER'S FEELING

  • The user is well guided through different scenes with the buttons so that it will build confidence in the game and security in playing.

USER FEEDBACK

  • Changing the scene when users click gives instant feedback and drives them to continue in the game.
  • Changing color once the cursor is on the button and changing again if there is a click helps the user understand and confirm the option they choose.
  • The actions followed by the click on Luca's Scene reinforce the interaction with the user.

THE GOAL FOR THE USER

  • It is very intuitive what the user needs to achieve with the app because the buttons explain the actions the user needs to change the size and position of the object.

I like you mentioned That the UI design and interactions had been developed to the user's needs, including those with disability.