Brand Touchpoint Matpix and User Persona

 

User Persona questions

1.Who? What type of person would want it?(what is their persona?)

High school students, college students, or recent college graduates are the generation that grew up with anime, two-dimensional culture, and independent games. They are the type of people who like anime and also like military-related games

2.What? What goals/functions does your product solve?

In most games, player choices are often utilitarian (for better rewards/endings) or simplistic (good/evil binary). This time, I wanted to create a more difficult-to-explain environment, where no choice is perfect. Many players who enjoy anime and storytelling are tired of passively watching and long to be able to choose their own storylines in the game.

3.Why? What is the motivation behind the user's needs?

Seeking a sense of moral certainty, I want players to make some choices that may be related to morality.

4.When? When might users most likely use it?

In the evening or late at night, after school or get off work, after dinner, you need to withdraw from the real academic or work pressure and switch to your own private spiritual space. Because the evening time is quieter and no one will disturb you

5.Where? In which physical or online spaces will users beable to access your product?

Computer, and maybe a cell phone if possible.

6.How? How does your product help with your user's state of mind? What are their external factors (do they need to save time, money, de-stress, etc.)?

People interested in my games are likely those experiencing emotional numbness, moral fatigue, and existential anxiety. The repetition and pressure of daily life, coupled with the sheer volume of complex and unanswerable social news, can leave them feeling confused about their self-worth and the meaning of life. In digital social interactions, they find genuine, deep understanding and connection increasingly scarce.







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