On Thu, 2010-09-16 at 14:53 +0200, Deborah - Tartaruga Feliz wrote:

[ Logo ]
> > First of all the other one is too big to use anywhere we need. It
> > takes a lot of space, and that's not good for a logo.
> > The other reason is because in my opinion, its too much. We have
> > drawings *EVERYWHERE* and the logo would be lost in the middle of
> > it.

I understand the concern - but the game is not the only place where we
have to put the logo. Think about the Facebook profile, the feed
updates, or the wall posts made through the game.

See for example what it would give on the Facebook profile page, and
compare it to the impression the other logo would give:

http://www.facebook.com/apps/application.php?id=125587344155159

> > I can make a study of the interface with the logo and you'll see
> > what I mean. In the case we have to use on the interface, its really
> > not good.

I believe you, you don't need to show me. : ) But are you sure you
really can't solve this issue another way than by changing the logo? By
restructuring the top of the design, maybe? Because for me the
difference of quality and impression between the two logos is really
striking. One gives me a "WOW! Impressive design", the other "Huh, a bit
amateur".

If you can't find a way to make the card logo work, ok, but then I'd
like to explore other options for the logo than the ones we have
currently. I really don't think that the logo in the current interface
design transcribes the feeling and quality of the rest of your work.

I've tried to understand why I get such a different feeling from the two
designs. Not sure if this is the whole thing, but I think it could come
from the fact that we relate differently to written text and to a
drawing. With text or fonts, details matter a lot more, and even a very
small alteration to a font can give a complete different feeling (which
is also maybe why it's so hard to find good fonts...). 

So when the letters are hand-drawn, it's harder to get a polished
feeling. On the other side, your drawings look really polished - if I'm
making any sense here, I'd say that the brain is much more "open" when
he considers an image. So when you have side by side the polished
feeling of the card and the unpolished feeling of the text, you get
something balanced. But when there is only the text, there is only the
unpolished feeling...

I hope this is not too much bullshit, : ) and that it helps!

> > Thanks for the suggestion, it really worked, I think its better now.

Yup - thanks!

> > This idea is good too, I didn't know we could do something like
> > this, I thought it would be too complicated.
> > You can see on the layout that when the mouse is over, the card
> > takes its original size and its very good to visualization.

Cool! To make sure Illya will be able to correctly understand the
animation here, would you mind showing how the elements move with a
Flash animation or something similar? (or anything that would allow to
have a reference on how the animation should look like)

> > > > * You are going to hate this remark, but I think buttons really
> > > >         need to look more like buttons :D I know it's boring... But the
> > > >         eye is trained for this, and it took me a long time to see the
> > > >         "OK" button on the card selection for example.
> > I think its probably the place I used before that were more
> > complicated to find, but I thought that maybe for this particular
> > box we shouldn't have this ok button. In my opinion, if I was
> > playing I would prefer if I just put my mouse on the card and see it
> > bigger, and then when I click on the card I choose it already. Then
> > I go to the next phase.

Agreed. In what I've seen of the current game, Illya actually clears the
screen after each step: http://apps.facebook.com/card_stories/

So we can rediscuss this once he has delivered the first working
version.

> > I completely disagree we have to use something that is squared just
> > because its a button, it wouldn't have much to do with the rest of
> > the design and the "imagination" feeling we want to approach.

Hum, I don't think you need to make it square to give the impression
that it's a button. I think there are two important things to consider
here:

     1. You need to give the feeling that this is something we can
        "press". Relief is usually a good way to do this. However you
        don't have any relief in your current design, so you may want to
        come up with something else to give this impression.
     2. Consistency. The colors and shape that you choose for your
        buttons should be immediately recognizable through the whole
        game, and only be used for the buttons - this way you help the
        brain, by quickly training him to spot the buttons. Here,
        something that doesn't help is the fact that you use the bubbles
        for very different kinds of interface elements: tips,
        instructions, buttons...

> > > > * I really like the use of characters through the interface - it
> > > >         makes it a lot more lively, and it contributes a lot to the
> > > >         atmosphere
> > I like it too and it makes it not boring and already estimulates
> > people to think :)

Yup : )

Xavier.

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