
UX Analysis
Animal Crossing: Pocket Camp
This analysis was done as part of a UX course in my second year at ISART Digital, with the help of three other Game Designers.
The assignment consisted in choosing a recent game and finding three negative points and three positive points about it, based on the ergonomic criteria of Bastien and Scapin, then analyzing them and coming up with alternatives when possible.
Testing the game
We started by playing the game and testing all the mechanics it had to offer, with first an experienced player profile and then a new player profile in order to compare their experiences and learning curve.
Finding pain points
Using this feedback, we were able to detect some flaws in the UX of the tutorial, which was way too long and constraining for a player who just downloaded the game, but also in the interfaces of the craft menu or the item purchase menu of a player registered as a friend. We therefore proposed solutions or alternatives in the form of wireframes to address these issues.
Analysing what went well
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