![]() ![]() ![]() The physical properties and context allow you to create a mental model of how that object works, before manipulating it. For example, a handle can be pulled, whereas a button is pressed. These are the little hints an object gives the user based on its physical characteristics and context. User Experience practitioners often talk about “affordances”. I was able to get all the items in a few hours. There is no IAP, but there is an in-game currency easily obtained during play. It’s so refreshing to not be harassed at every opportunity. It says “we want you to kick back and enjoy the ride”. That choice alone creates a cello-like legato vibe for the game. There is no IAP (In-App Purchase) in the game, although there is in-game currency, which is easily accumulated during play. While this could hinder total number of sales, I reckon the audience they wished to serve is perfectly fine with paying the $2 entry fee. Instead of going ‘freemium’– where you download the app for free, but are endlessly badgered into countless micro-payments in order to extend play - they went with a pay-for-download, aka ‘premium’ model. ![]() The folks at Snowman nailed a number of details throughout the app that make for an experience far better than your average iOS game. I want to talk about why Alto’s Adventure is so good from a UX perspective. What more could you want? There are already a vast number of reviews for the game, so I’m not going to review the game play. It’s a fun endless runner for iOS with amazing artwork, and the ability to unlock a llama. There’s a lot to love about Alto’s Adventure. Alto’s Adventure: Affordances and Forgiveness May 3, 2015 ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |