Back to feed
Planning Notes·0 to 1

Trendpicker — First Review

NS
normalstory
cover image

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
Written by
친절한 찰쓰씨

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

More on the author's page

Keep reading

Planning Notes

May 26, 2026·1 min
Planning Notes

Turning AI’s Decisions into Real-World Action

May 24, 2026·2 min
Planning Notes

The two unchanging principles of vibe coding

Apr 12, 2026·3 min