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Trendpicker — First Review

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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

This English version was translated by Claude.

친절한 찰쓰씨
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친절한 찰쓰씨

Pleasant Charles — UI/UX researcher at AIT. Keeping notes on design, planning, and slow days here since 2010.

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