In the game micro-interaction design, what are the emotional design details that cannot be ignored?

Author: Paper HHang.

Some designs look succinct, some design looks messy; some designs let you quickly find the information you want, some design puts you in the maze… Why do you wrestle with the differences in these details? What kind of mental activity is the user using when using the product? This author, Paper HHang, will share the emotional micro-interaction design in the Creative Game, and you may be able to get an answer after reading it

How to understand emotional micro-interaction design in the game? As I grew up, I could not even remember the joy of childhood. From the rural minor to the hard-lined property market, the things we touched are gradually changing. Do you feel the long-lost emotions?

The true feelings (remember the lounge chair).

Emotions are ubiquitous. When communicating with others or narcissing ourselves, there are many emotions that we trigger. Endeavor, perseverance, defeat and other inner feelings; laughter, crying, eyebrows and other facial emotions; wave, stagger, jump, run and other physical emotions. The meaning of each emotion is different, which makes people interesting

For example, when you encounter a particularly angry thing when playing a game, the psychological feeling is particularly uncomfortable, triggering your external angry expression, forming the action or shouting of the mobile phone; when encountering a warm animation, the psychological feeling There is a warmth that is particularly pleasant, triggering an uplifting of your outer mouth, a gentle expression of your eyes, and a soft movement or self-boss. Please note that each person’s emotional performance is related to the person’s personality. For example, in a warm scene, the girl who has a bold personality may have a psychological feeling that is already ecstatic, and triggering the external expression may be calm

As shown in the figure, we often use other people’s physical performance to analyze their inner feelings. For example, I have a friend. When she is playing competitive sports games, when the characters are fighting in groups, her body will trigger extremely. Obvious dynamic movement; some friends like to be intoxicated when playing games, often screaming from their own excitement, when they are serious, they will run over and hold my shoulders and shake, and express his inner monologue

When we are doing these operations, it is difficult to find the emotional transmission of the game to the player because it is already in the process of operation. When we look at the behaviors generated by others from a sideline perspective, we will really feel the importance of the emotional transmission of the game

Analyze emotions (remember the story of counting stars).

Inner, appearance, and physical performance are chain reactions between them. When your brain makes judgments about external things and transmits them to the emotional nerves through neurons, which produces external emotions and physical expressions, the relationship between them is indispensable. How to effectively use emotional design in design? First we need to analyze the connections between the three

When does the person itself particularly touch the inner feelings, let us assume a scenario. A joke is often made between couples. When the boy puts the food on the girl’s mouth, he suddenly turns around. The boy actually takes the food back to eat it at the moment the girl opens his mouth. Dialysis of the girl’s inner activities: “Wow, good happiness,” “stop thinking,” “angry.” You can’t feel these changes when you experience this moment. If you can give yourself a spectator to feel these changes, it will be very obvious, or you can analyze everything in your body as a subject

People experience great joy and sadness in a short time, which will trigger very obvious psychological emotions. After solving a difficult problem, the whole body will be very easy to make people happy. When this difficulty can’t be solved, the inner thoughts will become confused, which will trigger the external emotions. For example, the mouth is raised, the eyes are slightly stunned, and the face suddenly turns white or red. What’s interesting is that this kind of external emotion is sometimes caused by external things. I used to eat with my colleague. At the dinner table, my colleague brought my own specialty pepper. When my colleague accidentally took a bite with it. After the thing of the pepper granules, the face suddenly changed from normal to red, and after a minute, it returned to normal after a while. It’s like watching a real cartoon, and this process happens to be the same as the feedback you have when working with the device

When a person triggers an external emotion because of his inner feelings, it also drives the corresponding physical performance. When you are happy, you will jump, clap your hands, wave, and scream; when you are surprised, you will be short-lived, open your mouth, and go close to see it; when you cry, wipe your tears, twitch, and look unassuming. But you can’t deny that when you are angry, you can clap your hands. Different expressions will also have a combination of diversified modes, which will form an extreme word: horror, terrible, etc. You can see this emotion through the villain camp in the cartoon..

Using the inner, outer, and physical representations of the cyclical relationship between them, we can judge a person’s psychological activities very well

Remember the faint changes and obvious changes I have just described, whether they are passive or external, and these will be of great help

Design emotions (嘿, the brightest one…).

Formalized emotions:

In the actual design, the interface we often design will need to be materialized. The materialized design can indirectly make the interaction between the player and the game more viscous: the mall, daily draws, and special-purpose interactive interfaces. For example, in the daily draw, we will make the lottery into different styles such as turntables and scratch cards. Let the player see the interface when they can trigger the expectation, they will scream “will definitely take the best reward”. This will trigger two emotions, one for excitement and one for a little disappointment. In the past design, I often used the overly simple system to prompt. I found that the systemic prompting method could not effectively stimulate the player’s excitement and reduce the disappointment of the player. Later, I will get a warm atmosphere of radiation, sprinkled ribbons, etc. At this time, I can feel some little boosting effect on the player’s excitement, but also a little comfort to the little disappointment, and metaphor. Players will definitely get it tomorrow

Color emotions:

The structure of the turntable is different from the form obtained, and it also gives the player different emotional feelings in terms of emotion. The choice of color during the design process is very important, and the designer needs to spend most of his time carefully studying. Red enthusiasm, danger, etc.; yellow gold, royal and hints; blue for tolerance, glaciers and quiet; purple mystery, poisoning, etc., different colors have different emotional expressions. Designers should also pay attention to the area where the product is located when designing the interface. For example, the traditional white in the Western Catholic Church represents joy, while in China, white is a lot of bad information. When I was working on the trend interface of a project, the players reported that they did not like the red line and the green line. The reason is that the corresponding project player is a group of stocks. Later I learned that the stock market is red and the green line is the negative line. When the color can’t cope with the player’s crowd, the player’s emotions will show irritable or uneasy emotions, so I spent some time making some changes to the interface

In the actual project, I often encounter different states of the same function button. For example, the daily physical limit collection button, when the physical strength reaches the highest value, the button is not clickable. In most cases, we usually adjust this status to gray to mean it is inoperable

For a long time, I was not particularly friendly to gray. It gives me a very low feeling of depression. In order to improve this difference, after many attempts, reduce transparency to achieve a weak, inoperable form

The level of color emotion contact is far more than this part of information. It also includes your recognition and more related content. In the emotion of color, we must continue to study in depth and overcome all chain problems, even to understand Your players also need to understand what the player is touching

Language Emotional Emotions:

Language and emotion is the emotional arousal point of a person, a “good” word. When different emotions are used to say that the generated language information is transmitted to a third party, there will be different psychological feelings. Friendly language sensations can make people feel closer, so what should be done in the game in terms of language and emotion?

For example, when there is no information in the message mailbox when playing the game, we often ignore its second prompt state. For example, here is a prompt “No new message~”, a cold system prompt, which gives a very good feeling. Not friendly. When I give emotional emotions to the language, the language can be like this “Dear Hakka, you have no news yet~”. You will find that a language with emotions gives a warm, human experience

From the picture, everyone sees that I change the information from simple to complex. In today’s succinct is a big direction. So complicated, why do you want to do this?

We have all heard the sound of counting digital reports, simple and refined, but lacking the emotion of language. Concise language makes it more efficient to pass information between A and B. This form is more common in computer and military execution. Sometimes the language is too succinct in the game to give people a sense of coldness. First of all, we need to understand that the game is a range of fun, fun and relaxation for the player. But we need to let the player have an emotional device in these atmospheres to interact with the player, the player’s heart will be more pleasant. On the other hand, when sitting in a pile of cold equipment, the feedback is the refinement of the computer report. Remember that the simplicity of the information is inevitable, but the succinct simplicity is so wrong

And the emotional language expression has many levels, it is the first person, the second person or the third person. This also requires the designers to study. I have been exposed to a project. Xiao Ming invited Xiaoxiao to play the game through social software. Xiaoxiao has to receive a reminder when entering the game to show that Xiaoxiao is learning the game through Xiaoming’s invitation. So how should we deal with this information? I am faced with two choices: first, I will send a notice from the perspective of the official system, and second, I will send it to Xiaoxiao as Xiaoming. Through the formalization, color, and language emotions I mentioned earlier, I made some trade-offs and decided to send this message as Xiao Ming

Send Xiaoxiao as Xiaoming, join the honorific words through the processing of language information, and then express it in letter form, so that Xiaoxiao can feel the warmth from Xiaoming. In addition, I also added some design details, such as the letter line and letterhead crease on the edge of the envelope, adding Xiaoxiao’s sense of memory to the envelope information. Design emotions are not only concerned with formality, color, and language emotions. I am so superficial, and if I can go deeper with research, there will be unexpected gains

Feedback emotions (the direction of the Arctic spoon).

Operational design feedback whether the player is using smoothly, emotional design reflects the emotional psychology of the player, and we can also design to collect different emotional feedback from the player. In this way, it is judged whether the design can have an 1+1 effect on the player’s mind, or it causes the player to have extremely negative emotions

The feedback of the player’s emotions is crucial in the game. For example, the industry started a new mandatory guide in 2016. When I touched them, how to click is an inexhaustible guidance system. I can’t quickly experience the fun of the core game operation. In the experience, I will pay attention to the time I am in the novice boot module. If it is more than five minutes, it will make me particularly annoyed. I will think, “Why is there an option for me to skip it?”, This situation has indeed improved since then

Through the analysis of the player’s psychological irritability, the too rigid guidance can not let the player quickly experience the core of the game, which will cause many players to lose in this hard guide. To this end, we can add the power of the player to choose the design, friendly to avoid the player’s excessive extreme operating experience

This is a relatively straightforward classic example, I believe many people have experienced such distress. When standing on official consumption, how should we make the player more natural through implicit emotional information feedback? I have done an interface, its role is to promote player spending. Through the picture, we see the weakening of the cancel button and enhance the delivery of the purchase information, which is adjusted by the emotional feedback corresponding design of the player operation

Feedback emotion is the content that must be learned in the design. By paying attention to the player’s operation point and performance point in different ways to judge how our design needs to be modified, the player can be immersed in the operation, visual, auditory, dynamic, psychological and other experiences. At the same time, we must also meet the information that the official wants to deliver, and maximize the benefits

Historical information (gradually becoming a memory).

There is really a lot to share, but here I will stop the retelling of this chapter. In the previous article “Creative Game Interaction – Usability Design”, the value in the picture of the viewpoint behavior found the wrong point, which is 10px~20px. Correction is given here. If the information is misleading, everyone is still looking for understanding. I will be Future articles carefully check each paragraph and picture to ensure that everyone sees the correct information

Condensation Essence (thanks to you, my family)

Emotional design will make your interface have more human information transmission, emotional communication, and learn to analyze emotional design will be your great help

1. Understand human emotions.

2. Analyze psychological, physical, and physical activity information.

3. Attach emotions to the design and dissect it from formal, color, and language emotions.

4. Start with the actual project and learn the combination of design and emotion.

“We have lost our eyes in the past, and now we need to clear our inner thoughts and design for a better experience for our users.”

The interactive contact surface is too wide, including: layout, color, culture, material, text, animation, operation, etc., and sharing it to everyone today is just the tip of the iceberg. In the future, we will continue to sort out the experience of color, texture and other experiences for everyone