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Koi Pond Game

Since there was no good way to encourage users to consume the points generated after purchasing Vivo's products, I created a game to let users actively consume their points.

Project Background-Status of the industry
In the early stage, the analysis of competing products provided by the product learns the way of points activities of existing competing products of points activities, and makes horizontal comparison with Vivo points activities

Vivo's Points Activity

1、The existing activities are relatively comprehensive, but the details and the degree of believability need to be improved
2、The task of horizontal business end is relatively comprehensive, but more scattered, and the overall perception for users is not very strong
3、Fun and playability need to be improved, except for guessing activities, the retention of users is not high

Through the analysis of the current situation of the industry, we know that the points activity needs to have the characteristics of easy to understand, high fun, deepen the user's knowledge of Vivo points and high retention, through the screening of the product for the play, and finally positioned in the short and fast melon points class activities, so we want to do a melon points class activities with high user stickiness.
The page structure design of the final interaction draft is dissected in terms of both the user's behavior pattern and the way the information is presented.
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Collect relevant scene perspective layout, as well as the main color tone, including the style of props, as well as the overall grasp, to deepen the design to do guidance and pavement.

Interaction Core
The foreground mainly strengthens the core betting area, this area is the most important interaction area for the whole campaign, to strengthen the processing. Visual emphasis on performance.

Operation feedback
The middle view mainly revolves around the direct feedback area "fish pond" after betting, which is also the second level module for atmosphere creation. It shows the details in the fish pond, as well as contains kinetic effects to assist in giving users reasonable feedback.

Atmosphere creation
The distant scene is created mainly to continue the main visual style, as well as to support the foreground and mid-ground, but does not affect the user's decision, mainly playing the role of "green leaves" as a foil / atmosphere, so the design process, not too much force, the appropriate atmosphere can continue.
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