Showing posts with label app. Show all posts
Showing posts with label app. Show all posts

Tuesday, 5 June 2018

How to get your subconscious to target a specific creative design problem for you

opera house vivid sydney 2018
Inspiration can come from the strangest of places.

Sometimes you think you know how you want your new app to look. But in reality you have more of a feeling that you want to get when you see the look of your new app. I know this because I thought I knew exactly how my app will look and when actually putting pen to paper (figuratively) I know it looks nowhere near anything work showing to anyone.

Okay, typically when you are getting to the point of showing your work, it is easy to be critical on yourself, but in this case, it was more the fact that it is early stage and all I really have is the feeling I want, and not the look itself.

So where do you go to find the look?

Well, firstly I go inwards, think of actually using your app, think of what would be the pieces of information you would want to see, think of what draws you in. Next its looking at others apps out there, maybe googling an app similar to yours and adding best UI. After some time it is best to go outside, maybe to an event, and just observe the world around you.

So that's exactly what I did. Tonight in Sydney the Vivid light show was on and I thought what better place to "inspirate" than an artistic light show where the city itself is the canvas!

Perfect

It turns out I did actually come away with the initial vision of how to achieve the "feel" of the app I'm going for. But you'll never guess which piece of art got me there.

Was it this nicely lit tree?


Or how about this melancholic sea of floating light bulbs?


Well it ended up being none of the above? My vision for the design came in transit sitting on a train listening to a podcast. It's interesting because much like when you are in the shower and you have those "shower thoughts" a monotonous task can get you into a different mindset, different pathways in your brain link.

But wait. Sometimes these thoughts are unique and different, but quite frankly useless thoughts such as

"When you drink alcohol you are just borrowing happiness from tomorrow"
or "clapping is just hitting yourself because you like something"
and "when you say 'Forward' or 'Back', your lips move in those directions"

Great. But it would be nice if that could apply to something I actually want to achieve. So why on this occasion on the train did the problem I was trying to solve get solved subconsciously?

Maybe it was coincidence, but maybe because my mind had locked in a future task i.e. get inspiration to solve my design problem after this train ride, that in my subconscious that was the "next" task. Then as mundane as a train ride was the subconscious has what is next and in that mind state began to solve.

I know the feel of the individual rounds in the game I want to achieve, the font style of the main message and the behavior as time runs out all appeared to me and I expanded it to the colors and the overall game flow.

By the time I got to the light show and had dinner it was out of mind and I just enjoyed the evening. Before I'd even gone out I had already locked in my idea!

The Solve

So try give this a go. The next time you try go out to get new ideas, don't focus on the problem, just focus on the fact that the next thing you are going to do is get new ideas. Lock it in. Schedule it.

But allow enough time for some monotonous tasks in between whether it be on a train (not actively driving) or perhaps the shower before you leave. The trip cannot be anything you are "organizing" and have stress factors to worry about others getting there on time etc. These things will take all of your attention.

Give it a go and let me know if you managed to trigger one of these mind states but got your subconscious targeted at a creative problem you were actually trying to solve.

As always good luck on your side hustle!

Friday, 18 May 2018

The motivation behind your ideas


Sometimes when you are trying to get creative and think of ideas you can get caught up by wanting to incorporate every single idea. Whilst you can come up with several good ideas, sometimes you just need to park majority of them and focus on one.

An idea may be good but the idea inherently adds some layers of constraint that may not be noticeable until you get so far into the project that it is too late to change. This may not necessarily be a bad thing, but simply something you need to be conscious of when deciding which ideas to go with and implement.

What's the motivation?

Focus on the motivation behind the ideas, almost like going to first principles. What is the root of the idea that gave this relevance? For 10Up, I last left you at the point where I was working through some design hurdles. If you didn't get a chance to read it see it here. I recommend it for a step by step process for working through your design hurdles. This process lead on the path of looking at the very first creation of 10Up for Windows. The design was focused around fun and cute characters to soften the "math" feel of the game.



So in this example the idea is to have "cute characters" integrated into the game. Now, to find the root of this idea and it's relevance? Well, simply, the game is meant to be a fun brain game and the root of this idea. Meaning I don't necessarily have to go with the same cute characters, but there is some value of introducing some visual characters into the game.

Let's look at another design goal that was missing from Version 1 of 10Up which was player progression. In the current version of 10Up the only progression is based on high scores, which was great, don't get me wrong, but it could be so much more.

Another goal was to keep the game free but still a way that creates an opportunity for revenue but without making the game pay to win. Using these 3 goals, the idea is now to create unique characters that will "help" you in game to solve puzzles, but in addition as you play the game or complete levels, you will have an avatar to add skins to or other characters to unlock.

Fall back to your design goals

Now this opens many, many doors and is the current design direction I am most exploring and considering,  but rather than expand (which I can do in another post) I will explain the connection. The motivation of this current idea is in consideration of 3 of the main design goals:

  1. Creating a fun brain game atmosphere
  2. Immersive player progression
  3. Opportunities to monetize without disrupting the game
So, now I have created some layers of constraint which I will design within, but, aside from completing the idea, how do I have confidence that this is the correct design to go with?
Yep.
You guessed it.
The motivation behind the idea is seeded in and tied directly to main design goals.

You've got it right. Now go for it.

At this point, it is all in on developing the design within this framework and executing. Only time will tell, but I know for sure I am starting in the right direction to achieve my design goals for 10Up 2.0.

What are your techniques for validating some of  your ideas and making the choice to go a certain direction?

If this has helped you with your ideas and decision making feel free to let me know or share with your friends!

As always, good luck on your side hustles


Saturday, 12 May 2018

10Up App Development - How to work through design hurdles

Hopefully you all caught a glimpse of my previous post sharing that early stage graphic design has begun (and why and what tool). Well if you look carefully at the image there there is an image of one of the number designs.

The intention was to go with circles surrounding the number and would involve creating each digit possible and number. But there is a fundamental issue with this for when a number is not 0-9. i.e. single digits. For a game like 10Up, in theory the maximum number sequence a player could do is 9 x 9 x 9 x 9 which equates to: 6561. It would be unwise to endeavour to create unique individual digit graphics for 6561 numbers AND this doubles in effort each time I decide to add an animation etc.

This is a fundamental problem where in version 1.0 I got around by simply creating squares and adding a text field to the image. Now this is a fine approach, functional even, but one of my goals for 2.0 is a big focus on user interface and user experience.

I am working with 2 idea thought processes right now that I will work through and update here with which path I decide, but essentially I have the original original 10Up theme (Windows 8 Release) which involves unique colourful characters for each digit. and for double digits and above a special character not unique.

The other is a shape or single character holding a rectangle shaped object for which the text field would reside. (less visually appealing)

Currently both need to be explored, and neither may be the answer. But my next step will be to go back to the fundamental goals of the 2.0 update and reverse engineer from there. That's always the technique I go with when rehashing ideas and creating something new.

  1. Identify some variables
  2. Get some inspiration from other places
  3. Go back to the fundamental goals of the project
  4. Open each thought process and explore it
  5. Run through each process possibility in head
I call it VIGOR - variables, inspiration, goals, open, run. In the next post I'll share the result of my quest and hopefully have some new direction with the overall design.

So here's a question; what do YOU do to get your creative juices flowing and how do you deal with slight bumps in design?

As always, good luck with your side hustle!

Friday, 11 May 2018

10UP App Development - early stage graphic design

This is exciting. This is the point in a project where its so early that you quickly learn how many assets you need just to get semblance of anything. Before I continue, here's a quick glimpse into the first 3 items I've started designing for 10Up

Most times there is a balance here between focusing on function and focusing on how things look. Typically you argue with yourself, whats the point of how it looks if I can't figure out how it functions. If it functions - I have a game regardless of the look. Why focus on the looks?

Well, I can tell you at the end of the day, both are important. When I started 10Up 3 years ago, there wasn't any game to base off of. So, what I did was focus on function, and had some very basic design queues. This simplified everything.
Does this mean that I think if I focused on graphics the app would have done better? Well, possibly, but not necessarily. What the users decide is a good app will depend on several factors, within the context of time. Some apps are very basic with terrible graphics, but because of the way the app came in and the timing, it became the flavour of the month!

Now as an Indie app developer, of course that's the dream! Build some basic app that's super fun that for some reason goes viral. In reality an individual app developer can't beat big corporations with teams doing specific things.

SO. The focus will be bringing a great looking app to the scene as function and the game itself has been proven with 10UP in it's current state. The app had 2k+ downloads with 500 participating in the leaderboards. For me personally, I was super excited I created something like that.

So hopefully with this project it will be clear how much focus I'm putting on the design and I will share that here as it grows, and we can compare the trajectory and growth.

For those of you who are up and coming developers I can personally say to design all my graphics for this project I will be going with Gravit Designer. Do your research, but my summary is: Interface is awesome and extremely intuitive, great compatibility with output formats, cloud functionality is perfect, and the web designer is fully functional and smooth!

Doesn't matter where I am or what device I can continue designing the project.

Feel free to ask any questions on the 10UP color theme or the gravit software, or anything you need.

As always, good luck an all your projects!

Monday, 23 October 2017

Moar Blogs ! - Engineering Blog?

It's all in the title.

I've been working on a whole bunch of small projects throughout the years, many of which I have shared and had great discussions with people in the past.

Well it turns out that at the end of the day, my favorite topic that's embedded in all my project is Engineering, which turns out to be also what I'm good at.

As I've developed as an Engineer my side projects have been a part of that growth and also been a creative outlet. Daily I teach other up and coming engineers what I know whilst at the same time honing my skills. Thinking back I believe it's starting to get to the point where I want to discuss more with other engineers and also share what knowledge I can as well.

Now I follow many engineers, big engineering projects and listened to a few podcasts and followed some engineering focused Facebook pages, but I still feel there's many gaps.

I believe that engineering is the best job in the world and if this type of discussion interests you, feel free to contact me. I've worked with quite a wide range of engineers and whilst my experience is increasing, I'm still quite connected with engineers who are just starting their studies in the topic and also freshly graduated engineers too.

I'm keen to help solve problems, answer questions and also give some tips that will help you grow as an Engineer.

Sunday, 24 May 2015

SarioDev Submits Rejected Basketball to Android Play Store!


Public Announcement

Exciting News! I have just published Rejected Basketball to the Play Store. After a successful initial testing round, I am proud to announce Rejected Basketball will be coming to Android!

Other platforms to follow.

Ballers, NBA fans and all casual gamers alike are anticipating the release of this app. Don't miss out on your chance to be one of the first to play this game. Get in NOW.

Stay posted here on SarioDev Apps, or follow our Facebook Page.

#Rejected Basketball

The app will appear on the SarioDev apps play store page.

Progress Report

As promised, here's some insider information for those developers out there, or simply people interested in this app projects progress.

To get from the previous blog post, to today's release involved the following:

  • Beta testing
  • Feedback rounds
  • Updating of the logo
  • Adding  a Start Screen
  • Cleaning up the block power label
  • Creating several audio clips
  • Preparing screenshots
  • Preparing marketing pieces

 You notice that most of the above items have nothing to do with coding. Which brings forward the different facets involved with app development beyond the programming. I personally enjoy developing all aspects of the app, including audio, graphics, content, coding, marketing and publishing.

All these aspects take time and I use my spare time to work on it, but I enjoy it and hope that my apps can be enjoyed by all.

Sunday, 26 April 2015

Rejected Basketball App ready for NBA Playoffs

Here's the latest update of  the Rejected Basketball App. After spending some time developing and learning Unity 5 I've finally got in some physics to make the game work. I'm quite impressed with the ability to export to multiple platforms and I've now tested on both iPhone and Android.


So far I've built some sprites, used the splicer got in a backboard and a ring, tracking for the ball going through the hoop for scoring. I've got in colliders for counting blocks made by the player and the jumping of the main character. I got in some basic animations for the basketball, the main character sprite, the net for the ball swishing through.

If you see the screenshot of the game above, its coming together, but I would like to bring the crowd alive. My next post I'll share how I'm going to do this.

Next up I'm going to revamp all the graphics. Which is becoming more important as I start to promote the Rejected App. Check out the Facebook Page.

If you have any suggestions, just let me know.