What is Juice in software development. What is Game Feel & how it can it be used in non-game software. How software can fulfil emotional requirements. How to create software with soul. Examples of Juice on the web.
Juice is about the tiny details.
It's about squeezing more out of everything.
It's about serving the user's emotional needs, not just the functional.
It originated in games but can be used in other types of software.
It's about maximum output for minimum input.”
For non-game software, using a lot of Juice could be a bad thing.
Games often flood the user with Juice because the intented UX (User Experience) is immersion.
For a non-game app, the intent may be to allow a task to be done quickly.
A small amount of Juice may enhance the UX.
A lot may make the task take longer, degrading it.
Before juicing, understand the intended UX.
Juice should make it better, not worse.
We play with toys, but we play games.
A ball is a toy, but baseball is a game.
The best games are made with toys.
To create software with soul, ask yourself how do you want the user to feel?
Look outside the software industry for inspiration.
Find what makes you feel, ask why & use that to shape your work.
The greatest crafters in our world across art, design & media do this.
They base their work on feelings, opinions, experience, taste, subjectivity & ideas.
Nothing averaged out or neutral.
Their works built by people for people.
They contain hand-crafted touches.
They feel like the world around them.
I
Call of Duty is a first-person shooter video game.
Involving complex mechanics that can be hard to learn.
Introducing them upfront in an onboarding process could overwhelm the user.
Instead, the developers use non-intrusive ways to teach.
For example, every time you join a multiplayer game, the user see a loading screen for 10 - 20 seconds.
The developers juice the screen by displaying a tip about how to play the game.
Teaching the user gradually, at a manageable pace.
The user can better absorb the information because it's at a time when cognitive load is low.
A final theory was that the players should always blame themselves for failure. If the game kills them off with no warning, then players blame the game & start to dislike it. But if the game hints that danger is imminent, show players a way out & they die anyway, then they'll consider it a failure on their part; they've let the game down & they need to try a little harder. When they succeed, & the game rewards them with a little treat — scripted sequence, special effect, & so on — they'll feel good about themselves & about the game.”