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Then it is not a bad idea to adopt this approach when

Then it is not a bad idea to adopt this approach when designing related products.
Of course, for projects with long experience times, large content, and complex processes, appropriately adding a summary link of the previous content is also a process in which the knowledge system is HE Tuber gradually formed. It's just appropriate, not too much. Maybe you have a better way of handling it.
In addition, repeated experience can deepen memory. This has to mention functional and process issues, so that each link can be carried out independently as much as possible. For example, during informal assessment, the experimental process does not need to be started from scratch every time. 

The user may only need to re-understand or operate a certain link in the middle.

Thinking and imagination. Without expansion of thinking, it is difficult to concretely translate it into product experience. Any content and experience can trigger thinking and imaginative activities in the user's brain.
To simply understand, all information provided to players (users) can stimulate their brains, induce thinking activities, and have a psychological impact.
Paying attention to all the content you give (environment, objects, information, effects, atmosphere, etc.) may make players (users) consciously generate emotions, attitudes and values.
Cognitive bias:
Cognitive bias is a phenomenon in which when people perceive themselves, others or the external environment, their perception results are often distorted due to their own or situational reasons.
When designing games or other software systems, we have to pay attention to the issue of cognitive bias. As designers and developers, we are very familiar with the system, but without any cognitive preparation, users are at a loss when facing a new system.
From the beginning to the end of the experience, users need to be given necessary instructions and guidance on the "operation, functions, gameplay, mechanisms, rules, feedback" and other aspects of the product in a suitable way.
Instructions and guidance don’t ignore another issue: the user’s attention.

③ User’s attention

Human attention is divided into: intentional attention and unintentional attention.
Intentional attention is the spontaneous attention driven by the user's brain, such as looking at the progress bar, score board, timer, etc. Think about what information your product should provide users with intentional attention.
Unintentional attention is attention paid to certain things involuntarily without a predetermined purpose, without any effort of will. For example, you are listening to a lecture, and the classroom door is suddenly opened and there is a knock, and you can't help but take a look. If a large amount of information prompts always interfere with the user's unintentional attention, it will inevitably affect the experience, causing the user's flow to change and not being able to fully devote themselves to it.
The large number of "bugs" mentioned above can both attract intentional attention (focus on finding bugs) and unintentional attention (always intermittently interfere with the learning process), so will the experience be good?

④ Curiosity and motivation

Think about the player's true motivations. The real reason why the player wants to complete the goal (motivation) - combined with the motivation, think about how to make the player interested and curious.
The learning motivation of virtual reality (simulation training) is very clear, enriching cognition and improving operational skills in the experience, so as to achieve the teaching goal of "knowledge and skills, emotions, attitudes and values".
Summary of this section:
Only by starting from the user's perspective can we make good products - that is, human-centered experience design.
All things that affect user perception and experience (such as information and performance, interaction and feedback, constraints and balance, stories and emotions mentioned later) should be designed around user flow.
It conforms to the user's cognitive rules, pays attention to the content that affects the user's attention, and considers the user's curiosity and motivation.

2) Information level

As mentioned earlier, players use sensory systems such as listening, seeing, and triggering to perceive your system information. Then the content of these perceptions will further promote the player's brain to process and understand the information and make corresponding actions or mental activities. Images, text, sound effects, special effects, models and other information can all produce this reaction, so the information level is also one of the aspects that must be considered.
So this has to make us think:
What information should the HUD in the interface contain? Have you considered showing and hiding the HUD with one click?
How should UI style and element design fit the theme? What style and specifications are suitable?
Where is the appropriate place for “prompt” information during the experience?
Do you need to give some clues for players to obtain corresponding information? How to provide it, through a sprite? Or an NPC on the street?
Use text prompts, voice prompts or sound effects prompts? Or use some kind of visual special effects or signs to provide intentional reminders (such as dangerous goods signs, burning oil drums...)?
What information do users want to obtain? What should users not see (hide first)?
What’s the point of wearing a character model? How does it fit the character in the scene?
I want players to build a strong sense of patriotic mission. What resonant information resources and material objects should be placed in the scene?
Which of the information provided, including graphics, text, special effects, audio and video, and even scene object elements, is valuable and which is meaningless?
Is the information provided too simple or too complex?
Is the information unified for the theme? For example, a gun-fighting game uses funny sound effects (of course this is an impossible mistake). In short, all information provided to users must be consistent with the theme.
Don’t underestimate users, even students. Originally, a poisonous sign can attract the user's attention and remind the user that it cannot be touched, or when it is approached, the icon flashes and triggers a hissing warning sound, while the blood volume gradually decreases, etc., so there is no need to use a pop-up text box. He said stupidly, "Don't get close, you'll get poisoned."
Summary of this section:
At the information level, a simple analysis was conducted on the "interface UI, scenes and objects in the space (models, graphics, audio and video, special effects, etc.)" related to information expression.
People perceive information through seeing, hearing, touching, smelling, etc., and use their brains to process the information and then drive them to further think and act.
All information that can be provided to users, regardless of form, good or bad, will have a positive or negative impact on users.

3) Process level

In the game world, with all kinds of information provided to users, users can achieve the purpose of the game by interacting with the content.
In the game, there is a lot of content that users can operate. Including interface interaction buttons, objects in the scene, interactions between players, etc. During the interaction process, the user experience is continuously enriched through instant feedback, necessary constraints, appropriate storytelling, and a certain balance.
In the game, what specific content of the user's operating experience should we pay attention to?

① Interaction and feedback

The interactivity of games includes players controlling the behavior of game characters by operating devices (such as keyboards, controllers, etc.); including players obtaining information through in-game text, images, audio, etc.; including interactions between players, such as through online Or multiple people can collaborate online to complete tasks, or communicate and share through social media, online communities, etc.
In games, interactivity is not only the core of the game, but also the charm of the game. Friendly interactivity should allow users to quickly get used to cognitive processes, and should not be completed through a lot of learning and practice.
We should focus on improving interaction friendliness and reducing the user's cognitive load, memory load, visual load and physical load as much as possible. For example, reasonable information layout, logical functional flow, keyboard, mouse and handle button definitions that conform to user habits, etc.
Based on the player's understanding of the game's goal rules, personal behavior and operating object status, etc., the necessary feedback is provided in a timely manner at the appropriate location. Giving the player useful information can help the player continue to deepen their understanding of the game from being exposed to the game to completing a series of activities. The understanding of the process promotes players' continuous exploration.
Perceive your own operations through feedback, which allows players (users) to evaluate what they have done and whether they are doing well or not.
Then it is not a bad idea to adopt this approach when
Published:

Then it is not a bad idea to adopt this approach when

Published:

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