Preface: this article began to write early, later found that more write some things more contradictory, simply put the article out first, with everyone to share the feeling of this moment, and then wait for a period of time to look back at the idea of that moment.
As an Internet developer in the past, the most work to do is to complete the product from design to the implementation of the middle process. The focus tends to revolve around technology. Is this technically possible? What kind of way can realize the demand of product manager with the fastest speed and so on, is the main consideration of this stage.
Slowly, do more demand, naturally will want to explore the story behind those products. Why do they do that? Why isn’t it designed that way? What if it was designed any other way?
Standing in the perspective of developers for the first time to think, thinking is often more chaotic. Product design is different from coding. The process of coding is an input at one end and an output at the other end. There is no absolute right and wrong in product design. From the point of view of engineers, product design is like seeing flowers in a fog, hazy, indistinct, without clear output.
Any person, any product, will have their own feelings. Without professional training, all feelings are mixed and chaotic.
Your emotions are bound to be held in check by the spot where you feel the most, and that feeling is untrained, especially when you think from an engineer’s point of view, and there are often strong cognitive biases and emotional biases.
Recently, I have been reading some articles about products, but I have not found the core of product design. When I suddenly saw the course of product thinking, it seemed like a light of meaning appeared in the darkness, which made me find the meta point of product design.
I happened to see several articles that mentioned the design of the game. Read more, always want to write something, so there is the following.
In the product thinking class, there are three emotions: satisfaction, pleasure and pleasure. In order to explain the problem conveniently, I want to think about the emotions mentioned above through games.
How can a good product be designed so that users can feel satisfied, happy and happy?
I’m going to tease it out with an example.
Older people speak of games with disdain. It’s often associated with things like cigarettes and drugs, because they all have one thing in common: addiction.
Forget about the morality of games and let’s talk about how games are designed to be addictive.
One design tool in games is real-time feedback.
Real-time feedback is the most common design tool in games. Every time the controller is used, audio or video feedback is provided in the game, which is both interactive and rewarding. This reward activates our lower neural response without us knowing it, leading to a physiological high.
No one likes a dry game, a good game, always give players a variety of sensory stimulation, and even need to mobilize the muscles of the whole body. I bought a personal game machine at home, including a fruit cutting game, the children in the family especially love to play, every time is to play a sweat. With each wave of the hand (cutting fruit), the screen shows the effect and sound of a cut, the fruit cracking and the juice splashing after the cut. This kind of all-round mobilization of the body of the game, how can not love to play.
In product design, we also need to try to give feedback to users. When you click a button, the background color changes with a shadow. This gives users an intuitive feedback when they click. Such design is not a big deal, and many engineers tend to leave this detail out when developing features due to time constraints. But if you take this feedback away and there is no change when you click, you will feel uncomfortable and uncomfortable.
Sometimes, I write some words at home. In writing, your attention is completely focused on the text at hand, so a lot of times WHEN LP speaks to me, I either don’t respond or just “MMMM”. LP would get angry and say I had no feedback. Why do you feel bad about not getting feedback?
I believe that many people buy things on Taobao, there will be some questions to ask taobao sellers. At this time you contact taobao seller, sometimes taobao seller did not reply to you, there is a situation is taobao seller with you for a period of time, then suddenly do not reply. The more grumpy people are going to start calling X names. Because his need for answers is not being met. On the other hand, you feel respected, you feel happy, and then you order, you pay, and the money is taken away.
Tetris believe that we have played, some people also play very slip, can quickly fall in the box is still no problem to eliminate. Before QQ games also have a Tetris, can PK each other, I was playing very slip.
So from the product level, every time you drop a square and fill in the vacant part, it will be accompanied by music and eliminate a line, and there will be auditory and visual feedback. The feeling brought by such feedback is pleasure.
There’s another tetris situation. In QQ games, the more you eliminate at a time, the more points you get, and the opponent will increase several lines accordingly. For example, if you eliminate a row, your opponent has no effect. But if you eliminate 3 rows at a time, your opponent gains 1 row, and if you eliminate 4 rows, your opponent gains 2 rows. You stack a high column, leaving a four-bar in the middle, more and more dangerous, more and more anxious. All of a sudden, long down, all of a sudden, 4 lines eliminated, instant let your tight heart relax down, and at the same time to the opponent increased 2 lines. That feeling, it’s called cool.
For another example, let’s say there’s a game where you beat monsters. You’ve played a certain level a dozen times and failed to complete it. You’re frustrated. At this time the game suddenly suggested that as long as you spend a little money, you can enhance combat effectiveness, through this pass. I believe that if the price is right, the player will be happy to pay for it, because it will satisfy his need to pass, and it will feel good to him to some extent.
In some social products, there is a hierarchy. Why is that? Because rank means status, status means honor, and honor high can meet the needs of the heart, can be cool.
Human nature is probably the most common approach to game product design. That’s how the game is designed, step by step, to make you addicted.
Compared with the above mentioned games, you can analyze the recent popular micro channel game “The strongest Bomb”, which are used in the design? Let me know in the comments.
Finished!