I found the UX writing aspect of this lecture particularly challenging, as it was difficult to balance succinctness with empathising with the user and making them feel reassured that the error will be solved. In my future work, I will try to be more conscious of my written content, as this task put its importance into a new perspective for me, for example, the best error messages of the class not only reassured the user that the issue can be fixed, but also gave them a solution beyond just trying again or waiting. In my opinion, this is a much more effective solution to the problem, as the user feels like they can do something themselves to solve the error, and therefore feels less helpless and possibly even therefore view the product or service as of higher quality or at least more caring towards their users.
This week I also researched Figma variables to create the games for my app in time for next week’s critique.
This command allows a component to be clicked for a variable to in turn be changed to true, by repeating this command on multiple items, but with a different variable allowed me to set the game to advance when the correct items are selected, by making those items set the neccessary variables to true. I had planned to advance the app automatically as soon as the correct answers are selected, but unfortunately I could not get it working. To solve this, included a check button with the commands as follows.
This means that when the defined variables are true, (those which become true when the correct answers are selected) when the check button is pressed, the app progresses to a screen congratulating the user, but if all of those variables are not true, it sends the user to an incorrect screen, before they have to try again. An issue that came up from this was that if the user has to try again, q4 remained true, which is the variable that becomes true when a wrong answer is selected, and must be false to complete the game. To solve this I set q4 to become false when the check button is clicked.