The fifth day of Campus Party Cali 2014 was definitely a very special day, full of all kinds of conflicting emotions. During the afternoon of Friday the Campus made a stop to give way to the game of the Colombia vs Brazil team, where we played everything for everything and unfortunately we did not get the results. However, the soccer festival was lived on the Campus as if it were a stadium. The previous one was very cool, there were flags, whistles, music, bars and even a drone with the Colombian flag that flew from one place to another motivating the campuseros to do the wave. Something very curious is that among the sea of yellow shirts and Colombian flags, a large Brazilian flag stands out, waved by a campuseros dressed in the shirt of the Brazilian team (I suppose it was the only one supporting Brazil in this huge room) So I applaud his bravery and I also applaud the campuseros for showing respect and not booing him.
See a summary of Campus Party Cali 2014 day 1
See a summary of Campus Party Cali 2014 day 2
See a summary of Campus Party Cali 2014 day 3
See a summary of Campus Party Cali 2014 day 4
See a summary of campus party Cali 2014 day 6
This is how the preview was lived in the main arena
the national anthem singing with much passion
Video Game Talks: Usability
After the soccer party I had the opportunity to attend a talk by Francesca Steri, a very cool girl who gave us the basics of mobile application design, especially for video games.
In her talk, Francesca explains to us that the experience that a user has with our application translates into the feelings they feel towards it (emotion, frustration, anger, etc.), that is why application designers must always think about the user when they build their app. This is where the concept of usability comes in, which means designing applications in such a way that users can navigate through them very easily, almost without needing any explanation, that is to say intuitively. In this way, when a user interacts with our application, they will generate satisfaction memory and they will want to return.
In terms of application design, and especially in video games, the main recommendation is to develop it in the form of prototypes, this allows users to live a previous experience of the application and give us a quick feedback on what is wrong, it does not work as it should, or what simply should be changed.
Especially when we are talking about mobile design we must take the following into consideration.
- Use short texts, because people do not like to read a lot and less on small screens
- The screen is small, therefore it must be used very well, trying not to overload it but only place the exclusively basic. There are a number of studies that show how people hold a cell phone with their hands and the areas of the screen that are less visible due to the thumbs or fingers used for gaming. It is important to consider putting few things in these areas of the screen as they are less visible.
- The memory capacity and space of the device is limited, therefore the application must be given the opportunity to coexist with others and not steal much space from the internal disk, otherwise users will not want it installed.
- Do not limit the forms of access, that is, if our game does not always require internet connectivity, we must not force the user to have it to play.
- The game map should not be limited by the screen, it can be thought of as infinite and seen through the screen.
- The game should emulate everyday actions with gestures, rather than just using buttons. For example, throwing an object by moving your hand across the screen is more fun than just pressing a button.
- In general, it is appropriate to have the menus of points, life bars and game indicators at the top of the screen as they are more visible and are not covered with the fingers.
- The action and game control buttons are best kept below the screen, closer to the fingers.
- If there are tutorials, they should be very short, and give the user the opportunity to discover a few things or even skip the tutorial.
- Reward the user for sharing on social networks, giving points, coins or any bonus that helps advance the game.
- Give the user the possibility to know their progress in the game. This means that you know when you need to finish.
Taking into account issues such as the above is not enough to make a good game, in addition we must know the group of people to whom we want to take the game and segment them as detailed as possible (Example: children, adolescents between 12 and 17 years old with pleasure for action games, etc…). When we talk about players, we can classify the types of users into 3 broad categories:
- Killers: They are the users who like to create drama in games and a lot of chaos. They enjoy provoking others, they are fierce, skilled and often tricky. In online gaming communities they are sometimes called Trolls.
- Achievers: They are competitive players, they like to set goals or complete all the objectives and achievements of the games. They enjoy being in the highest potions on the leaderboards in games.
- Explorers: They are the experts in the games they enjoy, they like to know the game in its greatest detail. They discover the secrets and ways to solve the game that even its own creators did not think of.
- Socializer: These types of players love to share their achievements and progress on social media. For them the social interaction that the game offers is as important as the game itself.
Finally, and like all games. The interface is only a small part of the game. Components such as history and music and sounds play even more important roles.
In relation to the story, it must manage to capture the player, make him part and protagonist of the story. Offering you a clear objective to solve (for example in Mario Bros. The objective is clear: rescue the princess).
Key Note: Dom Sagolla
This genius co-founder of Twitter came to explain to us at the Campus Party Cali 2014 his philosophy of life and how his way of thinking is useful in the world of entrepreneurship. Dom invites us to follow the steps of maximum simplicity that were applied in the creation of Twitter. And that is why despite being a very short and simple talk, Don left us some very powerful tips which can be summarized as follows:
- When you create something, you reduce the steps to the maximum and put some restrictions, then you get a very simple but very easy to use and useful product. This is how Twitter only allows you to write 140 characters, and does not offer many additional alternatives other than to follow, and tweet.
- You must think about what you are better than anyone and focus on it, this is the best way to succeed.
- You must have an appreciation for failure. At Silicon Valey some projects are highly appreciated even when they have been full of failures, given that a lot of experience has been built into the process.
- Creating a company is like telling a story, which begins with a lot of leadership. It is therefore that you must make your life the lesson for others.
- Follow the teachers. They are going to speed up your life by giving you very powerful tools.
- You are going to turn on a lot just by listening to your users.
Touring the Campus Party Cali 2014
As I have used in recent days, here are a few images of what was experienced on this day.