First Review — breakdown of the meeting
1) Opinions: CEO, CTO, COO
2) (vs — opposing opinions) (& — opinions needing more concrete discussion)
3) Items incorporated
- Some CPS as a carrot for client companies
- Carry it through into the market where the game gets harder
- Minimize client spending — provide mission sets and coins
- Provide a dedicated space for marketing events
- Serve as a game company's mini-homepage
- Act as a discount outlet and a promotion channel
- Expand active users (installs after the demo)
- Create an environment where users can focus only on the game
Additional screens
User acquisition paths (applied) (o): URL, games (account registration, buttons, post-mission-completion push notifications)
Store composition and access method (&)
Overall first screen (tutorial intro / accounts linked vs not linked / new user) (vs)
stage kit
- Left basic-info screen: use the main screen instead of a graph (&)
- Remove the lounge button on the left, and change the link location (&)
- Improve CS page location/purpose: support for small businesses VS internal CS workload (&)
- Add buttons and information on each page's help (&)
- Limit the scope of inquiries to 'Kit (working name)' (&)
- Ranking is not compelling: it only adds server load without being efficient (vs)
- Need alpha: nagging, cash exchange/refund, and other ways to use and cycle cash (vs)
- Instead, need to expand strategy sharing (&)
lounge kit
kit store (vs)
- Center: linked-games list, general product tab, all games, initial screen
- Lounge: game items only
- * (Make every product accessible from anywhere; expose products related to the customer's location)
- Ranking — consider the scope of friends, and the case where there are no friends (&)
- Kit Coin is irrelevant to developers; explore a path to give items in its place (&)
- Need to change the terminology (it feels more like a place where many games gather than an individual game company's page) (vs)
- Revise the term 'free play'; review the validity of offering the service (vs)
- Basic game information is unnecessary — omit as much as possible, let users install as fast as possible (vs)
center kit
- Remove auto-rolling of the main ad banner (&)
- Expand the Facebook Like button: but consider the case where there are no friends, and prior consent (&)
- Expand the latest events and item shop areas; avoid Metro UI (vs)
- Provide information (explanation) so users can understand the policies and UI for linked games
Overall verdict (&)
Cons: understanding is low, not clear what to do, too many things, caution about CS inflow, per timeline, remove graphs
Pros: lounge offers varied utility, timeline, calculator, lounge likes
Improvements: the ranking gifts (tires, strawberries, etc.) are cliché — trim and simplify by cutting services available elsewhere; confusion between game info and the 'kit' basic info/mission info; need explanations for the information on each page
Front-load defining and writing terminology, processes, and IA (vs)
Avoid Metro UI (inside content, use icons rather than text) (vs)
Improve font size (users don't read and press — they recognize and press)
Set policy on missions and timelines
Introduce games that customers use often
Extra opinions and BM ideas
- Build a 1:1 competition mode as an expansion pack for games that don't have it
- Provide animation templates for guidance (attach screenshots in admin)
- Auto-exclude other companies' games and 18+ games (handled by CMS)
- Value as a consulting tool — convey information via radial charts — analyze differences from competitors
- Instead of providing information, \"our employee will visit and explain it\"
- Provide game walkthrough videos
- Let advertisers, not just customers, compete
