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淺灰色背景
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No unemployment punishment

In Anno 1800, having a large population surplus is encouraged because it provides the player with the workforce and tax income necessary to sustain their cities and creations 1. The game doesn’t simulate unemployment, so there’s no punishment for having a large population surplus 2.Initially, users thought the game was about running a country and producing goods.

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But the game is really about creating a nation.
Users found it confusing that shutting down factories did not affect people's consumption needs, and that the game did not simulate unemployment. This made users wonder how a nation could take care of its citizens without addressing unemployment.

Anno 1800 focuses on managing production chains and trade to build a thriving industrial metropolis. The game’s economic model is not a realistic simulation of a specific government type.

  • Present the game as a supply chain simulator or city-building simulator rather than a government simulator

  • Clarify in the tutorial that it is a city building game and shutting down factories won't result in reduced consumption

Nielsen’s 10 Usability Heuristics for User Interface Design.

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Production Chain:
Ref:https://anno1800.fandom.com/wiki/Production_chains

No guidance when locate ports

To settle on other islands in Anno 1800, it's best to start by exploring the edge of the map to find suitable locations. Set up a patrol route to do this efficiently

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​Retail Version

Especially for first-time players, it's helpful to have clear guidance on which part of the island is recommended for settling, instead of clicking on different areas all the time. In this game, gentle beaches are more suitable as ports than cliffs.
Cliffs are generally not ideal locations for ports, but there are exceptions. In some cases, cliffs can provide shelter from wind and waves, making them suitable natural harbours.

  • Green indicates a good port location, while red indicates a poor location.

  • Considering accessibility, use easily distinguishable colours such as light green and dark red.

  • Consider shining colours to increase the visibility and prominence of the indicators on the map.

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​Fix Example

No rotation tips when build

While playing Anno 1800 with my friends, I was unaware that buildings could be rotated until I came across the tutorial. Adding an additional icon for rotation could improve the user experience.

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​Retail Version

To fix this feature, I would simply change the current version to a more useful one:

  • Add a rotatable icon

  • Icon appears only when hovering over or selecting the first building in building mode

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​Fix Example

No feedback when set destination

The lack of feedback about the interaction and the specific area of the destination in Anno 1800

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​Retail Version

Therefore, indicate the destination after clicking would improve the visibility of the system status and help users understand that their action has been successful.
This would enhance the user experience and make it easier for players to set their ship’s destination accurately.

To fix this feature, I’ll just add a simple but effective feedback:

  • a rotating circle

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Fix Example

Confused when set cargos

When an expedition encounters an event, players are given a choice on how to surmount it. These choices are usually associated with a specific skill. Skills are granted to the expedition by sending along specific types of cargo and passengers .

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​Retail Version

In my testing with six different users, I found that they were easily confused by the icons for cargos and mission items.
They often attempted to add their cargos using the plus button on their first try.

To make this looks clear, I’ll just add a simple but effective extra tips:

  • Make all the cargo slots into plus icons

  • Identify that the first line is for cargo and the second line is for other items

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Fix Example

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