Spolsky and WebKinz

November 3, 2009 at 9:36 pm (Rhetoric Project) (, , , , , )

Metaphors and affordances heavily decorate the Webkinz homepage and the pages within the Webkinz world. First, I want to take a look at the homepage: anyone can access this page, but cannot enter the Webkinz world without logging in under a specific username and password. The scene depicted on the homepage changes with the seasons, holidays, etc. I do not see any need in changing the display on the homepage, as the user will access it anyway simply to enter the website.

The login button is fairly large and in the center of the page which makes it easy to enter. The shading changes as the user rolls over the button which would encourage the user, children, to click on it. However, there is no metaphor for the login button. I have concluded that some children who use Webkinz have not necessarily perfected their reading skills and would have trouble entering the website for the first time on their own. I feel there needs to be a picture relating the entry into the Webkinz world, maybe a door perhaps?

Below the login button, there are several buttons about Webkinz that are clickable (the shading changes again to afford clicking); however, they do not take you into the interactive Webkinz world. These buttons are mostly for parents who care to learn more about the extension of Webkinz beyond the interactive game. These buttons do have picture metaphors next to the title. For example, there is a camera with pictures next to the “Take a Tour” button. These metaphors are excessive and not necessary in my opinion, for the titles are very self explaining, especially considering that adults are most likely to use these buttons and should need these metaphors to understand the buttons.

Now, once we enter the Webkinz world, the first page that we will see is:

WebKinz

Enter ye who dare: The World of Webkinz

Immediately, I have issues with the layout and design of this page. It it WAY TOO cluttered, and quite frankly I have no idea what to do on this page. An experienced Webkinz user, like my sister, however, would know exactly what to do. After playing around for a bit, I finally figured out to click on the “Things to Do” page. Where I was given several options of literally, things to do. Take a look at what happens when I click:

Webkinz

Things to Do

Here, you will see the endless list of things to do in the Webkinz world which allows the user to stay involved and engaged for hours upon hours. These are all options in addition to simply playing with the animal in his/her room (displayed behind the “Things to Do”). This is the place where everything the user buys is on display. The “Things to Do” is yet another way the designer keeps the user coming back for more.

There are several other places that the user can visit to occupy one’s time in the Webkinz world. Below is a series of pictures of different places that my sister says she frequents when playing Webkinz:

Webkinz

Here the user will find his/her report card on each Webkinz to track their game playing.

I find this report card concept quite interesting. It reminds me of school and how my work was constantly evaluated. To the user, he or she is aware that his/her performance is being monitored, and subconsciously they become aware of this thus encouraging the user to play often.

 

Webkinz

The clubhouse where the user can access several other components of the website.

Notice, that on all of these screens advertising constantly lurks to the right side of the page. The user, children, are already subjected to advertising even in their sacred Webkinz world. I suppose this is just another way for the designer to encourage the user to buy more Webkinz. I much prefer that the advertising is all Webkinz related versus involving outside vendors. I do wonder, though, how successful the Webkinz advertising is.

 

Permalink 1 Comment

Kress and WebKinz

November 3, 2009 at 9:33 pm (Rhetoric Project) (, , , , , , , )

The Webkinz website design relies heavily on the use of images. Because the design was created with children (the primary user) in mind, images are the most obvious choice to the site’s development.

Images help to create meaning for the user during the time he or she spends inside the Webkinz world. According to Kress, images entitle the user to assume that things are exactly like the image depicts it. For example, my little sister believes that the only way to play with her stuffed animal is online. She sees the life meter in her Webkinz’ home which constantly reminds her that she must keep it living. This image is especially important because the meaning of the stuffed animal lies within it. She must keep it alive or else what use the animal to her anymore? She “loves” the animal so much (as she tells me) that she gets online every day, after she has completed her homework of course, to replenish her Webkinz life source.

The placement of every image in the Webkinz world also affects the user’s thought process. In my sister’s homepage she sees every aspect of how her Webkinz stays alive. There is a clickable image that leads her to play games which give her points to keep her pet alive. There is another clickable image that leads her to the store, where she can buy furniture, toys, food, etc for her pet. If these images were not placed in a obvious place (i.e. the first page she accesses after logging in) would she remember all these things she needs to do to play this game? I believe the designer had in mind that children need to be reminded to do certain things.

The design of these images – color, size, order, etc – also afford the user to use them. Every image in the Webkinz world is vividly colored and looks exciting. At first, one might think the assortment and blast of color makes the site too busy, but I believe it is necessary to keep children busy. The color entertains them and gets a creative thought process going, in my opinion. The colors also help to keep the children’s interest. I know that if I were playing in a virtually pet world, I would want the colors to excite me.

I believe a combination of the images, color, and layout develop the design to afford the children’s interaction with the site and keeps them coming back to play more. The site becomes meaningful to the user as they want to continue playing with their pet. They are reminded they must keep them alive and all the ways to do it by placement and positioning. They keep coming back because the layout is inviting and fun to be around. Overall, the images are effective by creating a relationship with the user.

Permalink 1 Comment

Follow

Get every new post delivered to your Inbox.