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Streaming is nothing
more than sharing content using streaming technology. Currently,
there are many platforms on the market that offer streaming for their
users. It has become very popular to stream your own screen during
the game. It is also a very profitable procedure - professional
streamers earn unimaginably large sums of money thanks to streaming.
The principle behind
creating a good gaming streaming portal is simple. The user should be
given the space to easily and intuitively share his content with the
recipients. A properly designed user profile and options tailored to
the needs of each streamer are the key elements of the portal. It is
also worth remembering to give the opportunity to browse and search
for other users' content and to quickly create your own teams.
The design stage can
start with reviewing what the competition has to offer, i.e.
benchmarking. The basis of a well-conducted benchmarking is to
understand the needs of target users. In order to facilitate this
process, a good way is to select key categories of needs and to match
them with good practices found on competitive portals. This way we
will keep order in searching for interesting insights.
Then it is worth
creating the user flow of our streaming portal based on the diagnosed
needs and using good practices. User flow is a graphical way of
presenting possible user paths on the portal. It focuses on the steps
and decisions taken. It makes it easy to check whether the user has
finished a started process. It is used to present the functionality
of the application. Graphical representation makes it easier to
understand the idea of the portal.
The next step is
prototyping. When designing a portal, its components should not be
randomly arranged. Over the course of several decades, the community
of UX designers has developed certain rules and patterns that should
be followed so that the products we create encourage use and are
logical to use. Using the principles created by the Nielsen Norman
Group by Kelley Gordon, there are five principles to consider when
designing an application:
2. Visual hierarchy
of posted information
The first rule
relates to consciously sizing interface elements. By scaling them, we
give them importance. The components we want to distinguish should be
larger than the others. It is good practice not to exceed three
different sizes. The large variety of items can be confusing.
Regarding the second
principle, a visual hierarchy of posted information helps users
navigate. The more important components should be highlighted in some
way. The user then feels that he knows what he should do and how he
can use our portal. An important issue is the spacing between
individual elements in order to separate individual information from
each other. Also be aware of the types of fonts used. It is a good
practice to use a maximum of three fonts, it can also be one, but in
different styles: bold, italic, etc.
Another rule is to
keep the balance between the interface components included. It is
important not to put most of the interface components on one side,
but to keep some balance. You can do it in three ways: symmetrically,
asymmetrically and from the inside. It depends on what effect we want
to achieve. Symmetrical distribution is static, asymmetric in some
way creates movement and engages the user in receiving information.
The centrifugal system, in turn, focuses the attention on the main
component and directs the eye to information deviating from the most
The principle of
contrast is one of the most important to consider. This refers to the
juxtaposition of distinct elements so as to emphasize that they are
different from each other. An example would be to change the color or
size of a component when some action related to it is performed. The
contrast should be noticeable and indicate that the status of the
selected component has changed. It also involves the use of interface
colors. The elements of the application should be legible in all
conditions. Inappropriate selection of colors will make the use of
the application problematic.
The last important
point is the Gestalt rules, or grouping rules. They were created by
psychologists after it was noticed that the human brain tends to
group information together. These principles explain how people
simplify and organize complex images that are composed of many
elements, subconsciously arranging the parts into an organized system
that forms a whole, rather than interpreting them as a series of
different elements. Components that are closer together indicate that
they belong to one group. A group can be, for example, the title of
an article and its content, or a product category and photos
belonging to that category.
These good design
practices are universal and should be used when creating different
systems for users. Market giants in the streaming category such as
Twitch, Youtube are great examples of applying thoughtful stages to a
design process that is focused on the target user.