Hot Red News

New retargeting tool

The company YouAppi, whose main business is application monetization, has announced the launch of a new retargeting technology. According to the company, ReAppi technology will help return users to games and applications. The number of free apps in stores exceeds the amount of paid content. The main goal of the new tool is to maximize the benefits of each installation of the application. Based on the experience of the company in application monetization and retargeting, ReAppi technology will become a library of the best techniques and methods in this area, as well as help marketers find and retain customers. With the help of ReAppi retargeting technology, existing users will be re-attracted, with a proposal to increase the number of completed levels of the game, as well as discounts on game purchases. Thus, the company plans to increase LTV and provide game developers with additional income. YouAppi has been using this technology for quite a long time and claims that retargeting has increased the number of users for a range of applications. And the results of retargeting based on personalized advertising, which was held at Kiwi.com, showed that purchases at the company increased by 37%, and the return on funds spent on advertising increased to 110%.

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Proper user onboarding

The developers usually create special screens to help users understand the interface of the application. Their main task is to briefly demonstrate the functionality of the application to users. Often, such screen is the first thing the users see when they open the application, and everyone knows that the first impressions are most lasting. Today we will tell you how to do a high quality user onboarding and keep the target audience. The first screens of applications usually contain information about its functions. Such screens can sometimes be skipped, and in some applications the function of starting work with the application becomes available after the user becomes familiar with all the screens. Problems begin when there are too many such screens. Firstly, in most cases, users download the application to instantly start working with it, and not to spend extra time studying instructions. Secondly, a lot of developers overload users with information in the first minutes of using the application, trying to explain everything at once. Therefore, we recommend that users be allowed to skip instructions in the first screens. Don't forget that among your users there will be those who are already familiar with the application interface and don't need any instructions. Also try not to overload the first screens with unnecessary information and give the tips to users when they need them. But in this case you shouldn't also add the tooltips to each button of the application. Such information is not contextual and does not allow users to study the application in direct interaction, therefore it will be quickly forgotten. Tooltips in the application interface should appear as the user gradually gets acquainted with its functionality, opening new sections. You can create user onboarding in applications by yourself, but it will take time, and if you want to create onboarding screens quickly and efficiently, we recommend that you familiarize yourself with the list of sites that we have prepared for you. Here you will find several libraries of ready-made onboarding solutions for iOS. 1) SWIFTYONBOARD https://github.com/juanpablofernandez/SwiftyOnboard A framework that controls the displays of the screens you create. 2) PAPER ONBOARDING https://github.com/Ramotion/paper-onboarding Slider for your application. 3) TWEENKIT https://github.com/SteveBarnegren/TweenKit Library of ready-made animations for creating onboarding. 4) CONCENTRICONBOARDING https://github.com/exyte/ConcentricOnboarding Library for landing screens with unusual transitions. 5) AMPOPTIP https://github.com/andreamazz/AMPopTip A library of animated tooltips for the application interface.

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Communication Standard for Smart Home Devices

Amazon, Google, Apple and the Zigbee Alliance have decided to unite and begin to develop a communication standard for all smart home devices. The Connected Home over IP project will greatly simplify the development of new applications, the process of synchronizing devices and software, including voice assistants, cloud services and other mobile applications. The working group will work together on an open source standard. Members of the group want other developers to join the project and contribute to the development of the standard. Apple has already released its first smart home product inside this project, the HomeKit Accessory Development Kit. The application is open source, that is, open to all developers and published in the public domain on GitHub.

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Facebook Operating System

Facebook decided to abandon Android services and create their own mobile operating system. It is assumed that the new OS will be created from scratch, but with the involvement of specialists who worked on the creation of the very first and most popular operating networks. Recently, a very good specialist, a former Microsoft employee who participated in the creation of basic systems for Windows 7 and 10, Mark Luсovsky, was attracted to work on the project. In the near future, the company plans to transfer all of its devices, including the Oculus Quest virtual reality headset and the Oculus Go stand-alone virtual headset, to its own operating system. At the moment, the company is developing new virtual reality glasses, which are likely to become one of the first carriers of the new operating system. The release of the VR glasses is tentatively announced for the year 2023.

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Predictions for VR/AR games and apps on 2024

Juniper Research studied the sharp rise in the popularity of VR/AR games and applications, and presented their research results and forecasts for 2024. So, according to company forecasts, the total profit of VR and AR applications from advertisingwill reach $11 billion by 2024, which is five times more than the revenue of 2019 ($2 billion). The number of downloads of mixed reality applications will increase three times - from the current 3 billion to 10 billion, and smartphones will become the main platform for 75% of all applications. There is already a ready-made base, including the game stores, elaborated monetization techniques, advertising, as well as a huge audience. The virtual reality is becoming popular in social networks. For example, Facebook and Snapchat developers are gradually adding new AR and VR features to their applications. Also, according to analysts, games such as Pokemon Go and Harry Potter: Wizards Unite are attracting more and more users, and by 2024 more than half of the revenue of the entire virtual games market will come from social networks and gaming applications, and the total revenue from the mobile AR and VR applications will grow to $43 billion.

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UX Design Tips for Virtual Reality Games

How to improve the design of a VR game? How to make the interface more understandable for users? To avoid mistakes when creating a VR game, read the article. ACQUAINTANCE WITH THE GAME Before inviting the player to take active actions in the game space, give him a few seconds to get comfortable, assess the situation and get used to the new environment. The appearance of the scene in this case can be gradual, for example, the manifestation from the fog, or the assembly of various objects, etc. Those who find themselves in virtual reality for the first time are often afraid to take the first step. Therefore, in the training mode of the game, you can include not only teleportation tasks, but also simple movement in space. Not all users can immediately determine the distance to the object by depth, so in the first scenes it is advisable to arrange objects so that they are either at arm's length or vice versa, much further from the player, so that it is clear that the object needs to be reached. MOVING IN VIRTUAL SPACE It is necessary to select the most suitable ways to move around the playing field. If a player crashes in a VR-space, the developers are to blame. Therefore, before starting work on the game, we recommend that you familiarize yourself with this problem in more detail and study additional materials on the topic. Often disorientation in space can occur due to quick and distant movements. Therefore, when creating a teleportation system, it is worth limiting the distance of maximum movement. CONTROLLERS AND INTERACTIVE CONTENT INDICATION When the controller touches the object of the virtual world, you can highlight it to show the user that you can go to the next step - take the object. And the fewer controller buttons will be involved in this action, the better. When the object is in the hands of the player, it is better to hide the controller so as not to allow mixing of the object and controller textures. If you want to visualize the player’s hands as a controller, do not forget to make their endings so that they do not look cut off. There are two ways to solve this problem: going into transparency, or creating the effect of empty gloves. Players usually want to interact with everything in sight. It is important to justify their expectations, and, for example, to place only interactive objects in the reach zone, or to set a visual indication for those objects with which interaction is possible. And so that players do not hit real controllers against the real floor, trying to take a fallen object, it is necessary to create an animation of the magnetization of the object at the moment the controller approaches. TIPS In order to draw the attention of users to a specific object in the scene, use several tools at the same time, i.e. combine voice and text prompts, animation in the required area, backlighting, etc. Also you should take into account that the animation of the characters in the game attracts more attention than, for example, text or voice prompts. During the first interaction with the game and the controller, a lot of users do not immediately understand which button needs to be pressed to perform a certain action. In this case, it is necessary to visualize the controller in the space next to the hand or the held object. LOCATION OF CONTROLS AND MAIN MENU The first thing a user sees when entering the game is the main menu. And if in mobile or computer games the menu can be as minimalistic as possible, like filling the screen with one color, then in the virtual world everything is somewhat different. You should spend a little more time and create some kind of space where players will be pleased to be. The menu can reflect the essence of the project or gradually move to the first scene of the game. If the game has long downloads between scenes, it is better to create a separate “waiting room”, conceptually associated with the game itself. The menu interface should be visually associated with the space of the scene so that the buttons do not hang in the air, but fit into the overall picture. For example, the control panel in the menu can be visualized as a projector that displays information on the screen, or holograms. It's also very convenient to present the menu in the form of a tablet in hand, on which the player sees the usual 2D images. When interacting with the menu for a long time, the user should not be tired, which means that you should not place objects from the menu at the player’s eye level, you should lower them to the level of the abdomen so that the player's arms and shoulders don't get tired. AVATARS AND NETWORKING If the project involves the game avatars, then their additional visualization will help make the game more realistic. Add blinking animation to the avatars, work through additional animations of accessories, and most importantly - do not forget to adjust the direction of view so that it matches the rotation of the head. VR devices have already learned to distinguish user movements with high accuracy, however, tracking of facial expressions, eyes and other parts of the body is absent on most devices. Therefore, taking into account the degree of development of VR technologies, it is better to make avatars of users less realistic.

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