Constructive criticism can also keep feelings from being hurt by focusing on things that can be improved while avoiding personal attacks or insults. It is better to give constructive criticism to someone in order to help them become better and learn from their mistakes. However, make sure your constructive criticism is focused on valid and unbiased feedback. Valid feedback is tangible, credible, and well-founded. Unbiased feedback is free of individual opinion or personal tastes. Another important thing is to make sure your criticism is clear, understandable, and relevant.
Examples of good constructive criticism as mentioned in the article:
- The balloon font used in the logo seems a bit too playful for your business, do you think a serif-font might be more professional?
- 10% of the male population has red-green colour-blindness, you might want to ensure that your color scheme won't turn away potential customers.
- There isn't much contrast between the background and text color, and the font size is a bit small, so the text is difficult to read.
Constructive Criticism! (Source).
The second article I read was from the book "challenges for game designers" by Brenda Brathwaite and Ian Schreiber. All games have target markets. Usually, that target comes with the license. At some point in your career, however, you may be asked to create a game targeted toward a specific market.
Challenge 1 - Gears for Girls.
Components Required: None.
Deliverable:
- A convincing discussion on the target market, including a list of game styles, features, mechanics, and so on that would be desirable—and why.
- Feature list of the product.
- Concept sketches or mock-up of the game’s HUD (heads-up display).
Suggested Process:
- Bring together a focus group.
- Identify design rules.
- Brainstorm concepts.
- Create deliverable.
Challenge 2 - Beyond DDR.
Components Required: A dance pad, or an internet connection.
Deliverable:
- A game proposal using the DDR pad in an innovative way that targets a new audience. The proposal should include an overview, demographic breakdown, feature set and in- terface mockups, or
- List of five potential markets along with a core and brief feature set for that market, or
- Informal presentation after completion.
Suggested Process:
- Brainstorm actions.
- Determine the feature set.
- Create deliverable.
Challenge 3 - Targeting the Everyman.
Components Required: Internet connection, men's magazine, focus group (optional, but recommended).
Deliverable:
- A formal pitch presentation to the powers that be at our fake Target. Select several in- dividuals to make up a mock review board, ideally not involved with another design team also working on the same challenge.
- A concept document.
- Informal discussion after completion.
Suggested Process:
- Break into groups of three to four people.
- Analyze your market.
- Do market research.
- Find a focus group.
- Brainstorm.
- Determine the feature set.
- Return to focus group (optional).
- Create deliverable.
Challenge 4 - Caribbean Targeted Tourism.
Components Required: Internet connection, magazines that target African Americans, focus group (optional, but recommended).
Deliverable:
- A research analysis report that would be provided to a developer who could, in turn, use this research to develop the game or
- A formal pitch presentation to the “representatives” of three selected countries. Each ambassador will be traveling with a person from the country’s economic development authority. For the sake of this challenge, select three to six individuals to make up the re- view board, ideally not involved with another design team also working on the same chal- lenge. These individuals need not be from these countries, but should at least read an overview on the country before the pitch. Their goal is to give you feedback on the design.
- A mock-up of the main gameplay screen and a list of at least five missions, if applicable, and a collection of concept art for the project.
Suggested Process:
- Break into groups of three to four people.
- Select three islands to target.
- Analyze your market.
- Do market research.
- Find a focus group.
- Brainstorm.
- Determine the core and feature set.
- Return to focus group (optional).
- Create deliverable.
Hi Ingrida,
ReplyDeleteI really enjoyed reading your notes on these particular readings. My favorite part about your layout of them is the ease that comes with reading them. You have a good introductory and an explanation at the beginning, and then a really well-laid-out listing for further explanations and details. It not only makes it easy to read but easy to remember.
BLC Blogging
Well a good day to you Ingrida!
ReplyDeleteBefore I get into talking about what I did very much enjoy about the blog on your reading, there is a strong sense in me to send you comfort and a big comfort hug for all the hard and excellent work and for just in general *sending digital comfort hug* everyone needs some comfort so I am here to spread it around.
Anyway I did very much enjoyed reading your opinions of the readings of when it comes to testing games when it comes to making sure that it all works and that if you come across problems of bugs that you will be able to find them and squash them in the process so that when the game is fully made and ready to go that their is no problems that cause some things that shouldn’t be happening in the game and that it all works out in the end. I have enjoyed another great blog from yourself and I look forward to reading more from yourself.
Cheerio!!!
-Sam