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Vision:
Blade Point is a mobile game when the player must travel as far as possible while tackling obstacles in the form of knives thrown at the player and monsters that you can defeat only by completing a series of sword combinations.
Challenges:
01
Eliminate the
confusion of usability
02
Design a cohesive
interface for familiar
and unfamiliar users
03
Create revenue
Opportunities
04
Create growth opportunities for the developer

Framing:
The game has been developed by the developer solely by himself. I had to get a clearer observation of the users and my personal insights. For this project I chose a monetized qualitative research approach.
Meet the Users:

Janet Sefi
Age 22, In Between Jobs
Janet is a Single young adult who is striving towards education. Working in between jobs, to support herself, and until will take place in school. Interested in fashion, the news, Trending gossip. Her life is full and her interest levels in new things are limited.

Aharon Davydov
Age 30, Bachelor's Degree
Aharon is a Student in higher education. He is curious, tries new things and has the patience to learn, spends 60 hours a week studying and solving problems. He is looking for new ideas and ways to think.
Competitive analysis:
I have looked at several potential competing games Direct and indirect, and although none compete directly with Blade Point, they can still infringe on the business revenue & popularity.
I constructed a list of features that align with the user's goals for the audit and Blade Point has lacked all the features that have been compared at the audit. However all the main differences that I found were that the Pixel Art style was unique.

Information architecture:

Wireflow:
Before moving onto high fidelity wireframes and mocks I wished to understand and layout the main building blocks to address the main pain points users have experienced.

Iteration:
The main magic button was an interference and caused users to misinterpret the action. Further more, the market has been simplified due to unnecessary complexity.

Facing The Challange:
1.
Eliminate the confusion of usability
The one
At first glance the immediate user's outspoken response was “what am I supposed to do? I can't figure it out”. By unifying the action areas from 3 to 1. Creating a direct correlation between cause to action. And using the buttons to focus the user towards the game's goal.

2.
Design a cohesive interface for familiar and unfamiliar users
Shaping It
Icons are the fastest and clear way to communicate effectively. and relieving the user from the initial language barrier. The cohesive visual language of the UI shapes and colors guide the user to quickly identify interactive surfaces.

3.
Create revenue
Opportunities
Sell me this Pen
Revenue is introduced by creating a need, and means to achieve those needs by utilising the main elements of the game - Destination and weapons. And I have created a third - spell. The destination - is divided into segments, and for each segment, there are three completion rates: bronze, silver, and gold. Weapons and spells - the silver and gold achievement could only be achieved by either incredible capabilities or upgrading your weapons or spells.

4.
Create growth opportunities for the developer
Map Slots
product lifecycle depends on its ability to naturally grow within itself. By allowing the developer to easily add more maps, weapons, and spells. Raises the replay-ability of the game.

Style Guide:


Takeaways:
Blade Point has shown me again that no matter how well you think you know The industry that you are designing for. Research with the users has so substitute.And will always be a must. I have learned that simplicity is an advantage that relieves excessive grind from users and relieves additional energy. Energy that can be further streamed towards more interaction.
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