Angry Birds
THINGS I LEARNT FROM THIS GAME:
- Heavily reliant on graphics
- The menu is a Journey, and definitely interactive.
- The game is very bright and colourful.
Cut the rope
THINGS I LEARNT FROM THIS GAME:
- Bright and contrasting colours
- 3D Graphics are constistant throughout the experience.
- Background is blurred to create depth.
- The homepage navigation is intereactive.
- When the guide is talking to the user, the background becomes darker to focus attention.
Pokemon Go
THINGS I LEARNT FROM THIS GAME:
- When the guide is talking to the user, the background becomes darker to focus attention.
- The experience is consistantly flat to aid the experience
- Simple User Interface
- Focuses more on context and content of the game, therefore the design is flat and minimal.
Fruit Ninja
THINGS I LEARNT FROM THIS GAME:
- Is heavily reliant on graphics
- Main Menu is interactive
- Interactivity is consistant throughout experience.
Temple Run
THINGS I LEARNT FROM THIS GAME:
- The main menu is a reflection of the game
- User experience is incredibly easy to understand the concept of
- Theme is consistant throughout
Club Penguin
THINGS I LEARNT FROM THIS GAME:
- The colour theme throughout the experience is consistant
- The experience relies heavily on artwork
- Interactivity is most important.
LESSONS I LEARNT TO IMPLEMENT INTO FROG VOYAGE
- The menu of the experience needs to be interactive in some capacity and hightly graphical.
- The colour pallete needs to be bright and colourful, to excite the young audience and encourage engagement.
- Graphics are highly important, they make the difference between a good and Excellent user experience.
- Consistancy throughout the experience is key. Make every element of the site follow some form of guide, to ensure it matches.
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