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Blog 10

  • phbvy1
  • Dec 5, 2022
  • 1 min read

Updated: Dec 6, 2022

Exercise 10-2

We identified three Work Roles and three User Class gamers of Candy Crush, our previous survey and interview will be used as a measuring instrument.




Exercise 11-1

Based on the Table above we created a Low-Fidelity Paper Prototype.

High-fidelity mockups:



Exercise 13-1

Data collection technique was used for UX evaluation






Deliverables:


Through the responses of Candy Crush users, we were able to collect the information about hedonic features of the game. Even though some responses were positive, there were negative reviews and suggestions on how to improve the experience of Candy Crush. With the information that was collected, we can say that Candy Crush has vivid interface, upbeat music and sounds which some of the participants find distracting. Additionally, the majority responded that they rather wait for the lives to restore than making purchases. Finally, many people reported that they would like to have a team feature from whom they could request more lives.

 
 
 

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UXRM Fall 2022

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