It does not matter in which area, it can be a product or service, the user experience is what it matters. It is the driver of competitive advantage, the power of the brand, sales in units, the perception of customers... We are in an era where companies struggle to stay alive and grow if they don't invest in and cannot improve the user experience.
In my posts, I share best practices as well as not good enough ones, to get lessons altogether.
When it comes to term “localization“, developers usually understand “supporting local language”. It is valid up to a point, but I believe localization and local gaming are far more than just adding one more language support to a game. Make sure the newly added language is displayed properly across the game. It is a little bit beyond -> Continue reading Penetrate local gaming market by localization
You want your systems work perfectly smooth and provide the best service to your customers. But real life can be a bit different. Systems can fail, electricity cut off can happen, humans can make errors. Although you continuously work hard to prevent any “problem”, it’s important to invest in infrastructure and mechanisms to identify instantly -> Continue reading Listen Your Customers and Identify the Problems Fast
When I started playing Clash of Clans (CoC) I was really impressed with the game. Game mechanics are well balanced, graphics are simple but attractive, fast loading, no disconnection… Everything seemed almost perfect. After playing few months and investing some of my gaming time to its rivals as well, I now think Supercell should add some -> Continue reading What is missing at Clash of Clans?
Since mobile games take some (preferably short) time to load, loading screen is the perfect place to provide hints and important messages. Almost all of the games need full or shortened loading time again if you switch from the application and come back. This means you have plenty of chances to display your messages. Although -> Continue reading From Random to Targeted Hints: Smart Hint Management
I will be posting a detailed write-up about how to manage “hints area” in mobile apps effectively. For the reference, I would like to share some good and bad hint examples. You decide which of the bad ones are also ugly 🙂 Bad and Ugly hints Some of these would not be “bad” if you -> Continue reading The Good, the Bad and the Ugly Hints
I see almost all new mobile applications present an introduction tutorial when you first launch the app. In a few steps, either it is a game or any social application, you experience and learn how to use the application and its major features through tutorials. Tutorials are essential and they should carefully be designed. It’s -> Continue reading Use Tutorials to Introduce Your App to First Time Users