Using motion design, tell the app’s story from launch, to loader, to introduction, to basic one-on-one online gameplay on either iOS or Android mobile platforms.
Provide hints that help orient the user during their first play experience. Imagine that this is the user’s first time launching the app, and it’s your job to ensure that their initial experience is both informative and enjoyable.
Tic Tac Toe (aka TTT) is a classic, well-known game - fun for all ages. This makes the target demographic pretty broad... The game should be designed to please every user, from beginner to expert.
To make it easier on myself, I've chosen three main demographics to keep in mind: kids, millennials, and retired folk.
I surveyed my friends and family on the types of games they play on their phones.
The goal of this survey was to get a better understanding of why people play the games that they play and to find any common patterns of things to avoid in a mobile app game.
38% had 1-3 games on their phone, and another 38% had 4-6 games on their phone.
81% of people said they "sometimes" watch the onboarding tutorial for a new game, while 14.3% said they "never" watch it.
When asked to comment what they find most annoying in games, 57% mentioned pop-up ads.
47.6% of people prefer playing with or against other people.
When asked what their favorite game was, a majority of those surveyed replied with a game that fell under the puzzle or board category.
One More Brick 4.5
Candy Crush 4.6
Genies and Gems 4.7
Monument Valley 4.6
Panda Pop 4.6
Toon Blast 4.7
Words with Friends 4.0
2048 4.2
When asked about what they liked about their favorite game, some common answers were: it's simple/easy to play, has good design, exciting rewards, challenging puzzles, and overall nice visuals.
Before jumping into designs, I began researching more about the game industry as a whole and how to best design for games.
Flat Curve
The game’s difficulty does not change and traditional game levels are replaced with a series of ‘activities’ or tasks with an equal difficulty level (typical for a narrow target group with specific ability/expectations).
Linear Progression
The challenge increases steadily throughout the game. While easy to implement, this model is dangerous because it may not give the player the necessary amount of time to learn the game before progressing to a harder level and, as a result, the player may never be able to complete the game.
S-Curve*
Starts slowly and lets the player learn how to play the game, sometimes through a tutorial, at other times through training levels. Most successful, and typically lets the user figure out how to survive to finish the game.
* I chose to go with the S-Curve
Using the App Store's ratings and reviews, I gathered information on the positives and negatives of current Tic Tac Toe mobile apps.
Optime Software LLC
Rating 3.8
Mobivention GmbH
Rating 3.3
TMSOFT
Rating 4.4
Sally will challenge you any day to some good old-fashioned hula-hooping, or other forms of competition - such as portable mobile games, like Tic Tac Toe. Look out, she may be cute, but she's vicious.
Carl likes killing time with short games that keeps his mind sharp. He enjoys the challenge of solving puzzles and riddles. He finds it motivating to overcome different game obstacles and improving.
Retired and with a lot of time on her hands, Mary Lou finds herself playing more games on her phone and tablet. She enjoys competing with family and friends, and the social aspect of interacting with others.
Following the S-Curve learning curve model, the game will start the same for every user and increase in difficulty as you progress throughout the game - giving each user time to learn and improve.
Taking the basic steps in the user flow from above, I started working out what screen might be needed and how to start breaking down the onboarding process.
Making Tic Tac Toe more challenging.
Based off of my survey results and reading App Store reviews, people want a challenge. Additional columns and rows to the standard 3x3 reported positive feedback, but what if you could take it a step farther...
Goal: Win mini-games of tic tac toe on a 3D cube.
The player with the most mini-wins earns the cube and points. Collecting these cubes will offer a sense of reward and therefore motivation to continue winning more and growing your collection of riches.
Quick, low-fidelity wireframes to start mocking up sizes and figure out placement of features. This also allowed me to play with grids systems as well.
I wanted to keep the loading screen clean and simple. Adding some simple animation with the word "loading" helps give it some bouncy character. The X's and O's popping in and out represent the common Tic Tac Toe pieces to get you even more excited.
There are two options: Single player and two players. Based off of my research, it appeared o be more common to play against an online user/computer. So, I selected that state as a default and made the play button more prominent as the main action.
Once the user hits play, the user's profile and their opponent's profile will pop up - giving it the personal/social feel. Having them pop in as so allows me to move them into place and further orient the user with his/her information.
Since onboarding is typically only done the first time, I did not give players the option to opt out. They can quickly flip through the informational cards, which also play off of the tangible game aspect of the app.
Due to the nature of this challenge, there was little time for iterations and testing that I would typically like to explore. If this were a longer project, I would usually include a round or two of high-fidelity wireframes, rounds of comps, animation animatics, and include rounds of feedback and critique along the way. This was a really cool project and I had a lot of fun exploring the potentials of a Tic Tac Toe mobile app!
But wait, there's more...
Demonstrate how this experience might be branded, communicating how the brand experience can also be reinforced or enhanced through the use of motion.
Ba da da da da da... Tic Tac Toe'n It
What if you could scan Happy Meal Boxes to redeem virtual points in Tic Tac Toe or vice versa... what if winning cubes in the mobile app could actually add up to real life food and prizes!
For the motion, I tried to give it a smooth, yet playful feeling. This is a happy brand that wants you to be happy. The X's are even made of french fries and the O's are burgers!
Tic Tac Toe Edition
This has the potential to be an amazing continuation of the actual game, where you can win and collect cubes of different material and value. There could even be another sub-game where you build things with the cubes you have won.
For the motion, I wanted it to feel clean and smooth, like the game. I tried to make some of the movements a little clunkier, for lack of a better word.
Hope you enjoyed my solution to the challenge as much as I did. :)
Work & Projects
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BREW STATS (2018)Data Visualization, UI/UX, Motion Graphics
Becky CrockAR (2018)Augmented Reality, UX, Animation
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RIT Admissions (2014-18)Digital Marketing, Social Media & Print
2023 Becky Drexler