Player Interaction model research - UQdeco2800/2021-ext-studio-1 GitHub Wiki

According to Alan Cooper’s famous book about UX design: about face 4th. Use 3 model methods to do research.

Attack enemies

Implementation model:

1.Use Java as main language to implement the designed goals.

2.Use Gradle as main test tool to do test when the code finished.

3.Since it’s about interaction, the graphic design work (adobe) may less than other teams.

Mental model

Why people want to attack?

1.Player will attack the enemies to keep the health in the safe period.

2.Player will attack the enemies to get an achievement in the game.

3.Player will attack the enemies to get coins which let them to upgrade his equipment.

4.Player will attack the enemies to meet the competitive spirit when they play with his friends.

5.Player will attack the enemies to decrease the stress after they finish a DUE.

Represented model

How to catch user’s demand?

1.It is possible to use the buffs and special effects of successive attacks to entice the player to attack the enemy

2.It is possible to create fear by using effects that are too low in health.

3.It is possibly creating a sense of pressure through the enemy's pursuit to stimulate the player's desire to attack

4.Players can use special attacks to inflict massive damage by interacting with specific terrain.

Example: temple run 2

5.Increase the player's desire to attack through a ranking system with friends.

6.Optimize the display to increase the player's sense of presence.

7.Increased bonus for attacking monsters.

Touch enemies

Implementation model:

1.Use Java as main language to implement the designed goals.

2.Use Gradle as main test tool to do test when the code finished.

3.Since it’s about interaction, the graphic design work (adobe) may less than other teams.

Mental model

Why people avoid touching the enemies?

If player touched the enemies, the HP would decrease.

If player touched the enemies, decrease the velocity.

If player touched the enemies, the game will be ending since the HP decrease below 0.

If player touched the enemies, his friends may laugh and let player annoying.

Represented model

How to catch user’s demand?

Increased tension when players reduce HP.

Increases sadness when the player dies.

Special effects when the player repeatedly dodges enemy attacks.

Example: Super Mario