Soda Dungeon case examine

Angela Cao

A heuristic is a well-established guideline that ought to usually be adopted when creating interfaces.

Researchers sometimes interpret and current actual consumer information. Inspection strategies have a number of key pitfalls:

  • They don’t contain end-users.
  • They inject information into the method and make design suggestions based mostly solely on an professional’s understanding.
  • They pressure the connection between the professional and the dev crew.

To mitigate these risks, a heuristic analysis compares an interface towards a set of established heuristics. The professional applies the heuristics relatively than providing their very own opinion (as in an professional evaluation).

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In 1994, Jacob Nielsen proposed the next set of usability heuristics:

  1. Visibility of system standing
  2. Match between system and actual world
  3. Consumer management and freedom
  4. Consistency and requirements
  5. Error prevention
  6. Recognition relatively than recall
  7. Flexibility and effectivity of use
  8. Aesthetic and minimalist design
  9. Assist customers acknowledge, diagnose and get better from errors
  10. Assist and documentation
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We’re going to talk about heuristic analysis for video video games as a way.

We’re then going to collaboratively construct a set of heuristics for video video games.

Most units of UI heuristics are involved with facilitating an simple, frictionless expertise, in two broad classes:

  • Usability: does the consumer perceive what to do and find out how to do it, do they really feel in command of their destiny, are they in a position to full a job.
  • Readability: Does the system present data in the fitting place on the proper time, does it react persistently and predictably to consumer enter, and many others.

With video video games, we have to add one other facet to those heuristics:

  • Problem: is the friction launched by the sport enjoyable, partaking, balanced, matched to a brand new participant’s ability, and many others.
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Heuristic analysis (and professional evaluation) is a contentious technique:

  • No consumer information means any conclusion might be incorrect Instructions for change counting on consultants’ utility of guidelines.
  • The analysis offered as professional opinion or following heuristics too carefully might be acquired contentiously.

We conduct heuristic evaluations anyway as a result of they save near 50 instances their value in growth budgets by catching points early and inexpensively.

Nonetheless, we should concentrate on the above limitations and cautious to remain on message and inside our mandate as evaluators.

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A heuristic analysis:

  • Is breadth-first, probably encompassing the complete sport.
  • Will be carried out by a single crew member on a shoestring price range Can ship insights on a quick turnaround (24–72 hours).
  • Catches low-hanging fruit based mostly on UX greatest apply and experience.
  • Serves as a automobile to convey UX greatest apply and experience to the crew.
  • Is commonly used as a hiring analysis for juniors in GUR.
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Set scope and context

Necessary to consider what prompted the necessity for an analysis: what does the crew need to know?

What focus would add probably the most significant worth to the crew?

Keep in mind your mandate:

YES: cognition, behaviour, notion, greatest practices, heuristics

NO: have an effect on, opinion, feelings, issue, motivation

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Sport Playability

“A sport has good playability when the consumer interface is intuitive and gaming platform is unobtrusive, in order that the participant can focus on enjoying the sport. Enjoyable and problem are created via gameplay when it’s comprehensible, suitably tough, and interesting.”

Korhonen (2016)

Points with a sport’s playability might come from:

Usability: readability, audio-visual presentation, UI format, navigation logic, management and suggestions, assist, and many others.

Gameplay: purpose construction, problem, reward, story, and many others.

Completeness: examine each facet of the sport and each display. Menus, preliminary expertise, tutorial, gameplay, customization, handbook, login… Carry out a minimum of two passes.

Each display and each main sport mechanic must be talked about in your report and both reported on or excluded with justification.

Accuracy: perceive how the sport works earlier than making claims about it. An incorrect assertion concerning the sport undermines your whole analysis.

Subjectivity: In case you assume one thing is an issue, write it down. You’ll prioritize and consolidate later. Observe that not all points violate a heuristic and never all heuristic violations are points.

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Points are not often atomic

Many points might share a standard trigger or consequence, e.g.,

  • “Submit-play display contained complicated language about incomes stars”
  • “Star chest incomes immediate animation too quick, simple to overlook”

Consolidate noticed points that will have a standard trigger and multiplying impression into bigger ones:

“Star-earning metagame system unclear, gamers might miss alternatives to earn stars with out understanding their utility”

Describe how points intersect and impression one another. We are going to all the time discover extra points than there may be time to repair. Design groups have to know what are the most vital ones. With the intention to prioritize points:

  • Discover or create a set of prioritization guidelines and stick with it.
  • Clarify the priorities and prioritization course of within the report.
  • Don’t make every little thing a vital precedence.
  • Think about the vital path, persistence, impression, and market impression.
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“Crucial” means pay additional time and keep late to repair at the moment.

Present Your Work

Ensure that your report consists of point out of:

  • The objectives of the check.
  • The heuristics you used.
  • The difficulty prioritization guidelines.
  • The precise sport builds you evaluated.


Your report ought to comprise 3–5 logical sections that match design crew questions or sport features. Group points by part, then organize them by:

  • Precedence, if points apply throughout the sport.
  • Time, if they’re level- or stage-specific.

Design the Doc

Make the report as simple to learn and digest as potential:

  • Reduce the quantity of textual content.
  • Reduce jargon.
  • Use screenshots, flowcharts, diagrams, mockups.
  • Maximize understandability.
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Heuristic evaluations can assist designers construct confidence of their selections.

Spotlight cases of design that works and good UX practices that might be generalized to different areas of the sport.

This could reinforce designers’ expertise, deepen their understanding of UX ideas, and allow them to apply what works all through the sport.

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A reminder of the pitfalls of heuristic analysis:

  • No participant information means any conclusion might be incorrect
    Instructions for change counting on consultants’ subjective understanding.
  • The analysis offered as “professional opinion” can undermine the connection with the dev crew and be acquired contentiously.

Enhance confidence in your outcomes and within the technique by suggesting the subsequent spherical of validation analysis with gamers that may confirm these points exist and/or verify in the event that they’re solved.

Patronizing Psychobabble

Criticism is straightforward, design is tough. Keep away from patronizing tone and speculative threats:

  • “much less skinner field methods”
  • “shallow, meaningless upgrades”
  • “repair weapon development”
  • “gamers will get confused and delete the sport”

Go away jargon out:

  • “alternate of alternative”, “skinner field methods”, “extrinsic motivation”
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Failure to Think about the Affect of Time

Heuristic analysis may be very condensed in comparison with an actual participant’s expertise with a sport. In consequence, evaluators are inclined to:

  • Overestimate participant potential to keep in mind every little thing they’re advised (e.g., not reporting a tutorial showing solely as soon as in a textual content field).
  • Underestimate participant potential to perceive mechanics via gradual suggestions and studying.
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A participant making a mistake on their first attempt just isn’t a difficulty and doesn’t should be corrected instantly. Errors whereas studying supply beneficial suggestions and result in optimistic behaviour change within the sport.

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Unclear vs Unexplained

“Sport doesn’t introduce well being and well being bars”

“Want to inform participant that enemies will shoot you in fight”

“Sport ought to introduce all sources on preliminary menu intro”

Gamers study in three alternative ways (ordered by desirability):

  • Familiarity (clear from life, different video games).
  • Discovery (trial-and-error, inner consistency).
  • Tutorialization (sport advised me).

We’re serving to information participant considering. Advocating for extra tutorials is us being lazy.

Unbridled Recommendations

Providing recommendations for design adjustments is harmful. Alternate options are simple, however enhancements are arduous. With each suggestion you supply:

  • Talk about advantages and tradeoffs.
  • Think about potential penalties all through the sport.
  • Consult with comparable video games within the style.
  • Defer to designers.
  • Start recommendations with the phrase “Think about”.

Cell Heuristics

  1. Begin shortly.
  2. Accommodate environment.
  3. Deal with interruptions moderately.
  4. GUI accommodates world brightness.
  5. Retain machine consciousness.
  6. Comply with enter conventions.
  7. Tutorials reply to quick calls for.
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Study the sport, searching for ​points​: components which are ineffective, irritating, complicated, and many others. which may impression the expertise of the sport’s gamers and reduce retention or income.

Use Grasp Heuristics Checklist to information your course of, however use your judgment; not each violation is a matter. Some are deliberate, some are inconsequential.

Each main display and mechanic have to be thought of and both analyzed or justifiably excluded, together with gameplay, meta loop, tutorial, menu UI, and the monetization technique/loop of the sport.

Consolidate and Confirm

Meet with different crew members who evaluated the identical stuff you did and create a mixed listing of points. Agree on ultimate wording, heuristic(s) violated, and severity score. Guarantee your interpretation of a sport mechanic matches your teammates’. Meet with the remainder of the crew. Talk about all points and mix points that appear associated. Resolve find out how to construction your report.

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After analyzing Soda Dungeon (iOS model), we observed three principal points revolving across the UI, participant controls, and monetization. The primary vital situation is just too many characters or sport components on the fight display on the identical time, reminiscent of buttons overlap on the fight display which makes customers fail to click on the button. The design of the “proceed” button and the “audio” button is just too shut to one another and should improve the chance customers immediate the button they don’t seem to be supposed to click on. Additionally, the font type and measurement of subtitles lack consistency and trigger extra issue to interpret for gamers. The second situation Soda Dungeon faces is across the lack of management and knowledge supplied to the participant all through fight. Moments earlier than and as soon as fight has begun the participant can’t see what is supplied for the celebration. Moreover, the autoplay mode doesn’t make the most of armour that’s geared up on gamers leading to enemies having the ability to assault you in autoplay mode and in a lack of celebration members in fight. Lastly, the monetization system presently carried out breaks the construction of the sport leading to gamers that pay for upgrades having the ability to end the sport with little to no problem.

For our first situation, we advocate redesigning the format of buttons on the fight display to attenuate muddle and occlusion. The audio button might be moved to the top-right nook or add immersive mode to cover superior (or sometimes used) characteristic to offer gamers a extra seamless gaming expertise. Additionally, we should always preserve one font measurement and no capital letters on subtitles, gamers will faster to interpret the knowledge than earlier than. Think about providing the participant extra data throughout fight. As an illustration, which weapon is presently geared up and what different choices are. Additionally, within the autoplay mode, it’s higher for the participant to know what the character’s present state is and when to modify again to handbook mode. For instance, when the HP stage is low, there might be a immediate indicating that and counsel the participant takes a defensive transfer for the reason that autoplay mode just isn’t good sufficient can’t do this. This enhances the power of the participant to know what’s taking place in autoplay mode. Nonetheless, this may break the conciseness of the fight scenes and alters the unique intention of autoplay mode. Moreover, when trying on the pay-to-win features of this sport, take into account matching pay-to-win values to the in-game foreign money worth (greater worth for gadgets which are tougher to accumulate), or permitting gamers to buy in-game foreign money relatively than in-game gadgets. Observe that growing pricing will cut back the chance of gamers spending cash on higher-priced gadgets, nevertheless, might improve long-term participant engagement.

Soda Dungeon is a free to play cellular RPG sport developed by AN Productions and Poxpower. It’s obtainable on Android, iOS, and Microsoft Home windows. Within the sport, gamers personal a tavern with a soda bar and rent adventures in it to raid in an area dungeon for gold, fame, and glory.

Gamers begin with one celebration member within the sport with the potential of maximizing the celebration to five members. With the gold earned, gamers may buy weapons, shields, and magic gadgets for the celebration. Other than that, gamers may improve the tavern with higher sodas and furnishings so that it’ll appeal to new soda junkies to go on adventures. Once you buy various things for the tavern, your repute will improve. With a greater repute, the extra and the higher ready-to-be-recruited adventurers will present up within the tavern. There may be additionally a spotlight of the sport that gathered plenty of optimistic suggestions from the group is you could buy with in-game foreign money for no adverts perform. Gamers are glad to see this in cellular video games for the developer not being grasping as different ones within the discipline.

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Heuristic: CLA3 Info grouping and hierarchy.

Severity: Crucial.

Context: This display exhibits up when gamers select one out of three chests stuffed with bonus factors and gold.

Component / Mechanic: Gamers are inspired to faucet “CONTINUE” to course of the sport.

End result / Consequence: The “proceed” button just isn’t clearly stating the place ought to gamers faucet to proceed and it’s hiding behind different buttons and indicators.

Heuristic: CLA1 Info presentation constant inside sport and style.

Severity: Severe.

Context: 1) Owned gadgets is tough to find; 2) After every buy, there’s no data to let gamers know the way a lot cash they’ve spent; 3) The “Gold Basket” on the down left nook just isn’t clickable.

Component / Mechanic: Purchase web page exhibits weapons and gadgets element data and worth to buy.

End result / Consequence: 1) The scale of the textual content for an merchandise owned is just too small to learn, so gamers could also be confused about what number of gadgets they owned. 2) After every buy, there is no such thing as a responsive suggestions about how a lot cash they spend and the way a lot cash they’ve left. 3) The “Gold Basket” appears like an interactive design so gamers would possibly need to click on it to see extra detailed data for golden cash they get. However they’ll’t, as a result of it isn’t an interactive button.

Heuristic: CLA2 Suggestions is well timed, helpful, and applicable to the motion.

Severity: Severe.

Context: It exhibits up after each spherical of a sport when characters die.

Component / Mechanic: An inventory of “Gadgets Discovered” is offered to gamers after every spherical. Gamers may see how a lot gold is earned and what number of enemies are slain.

End result / Consequence: The design of particular person gadgets listed on this web page, like “Wood Sword”, looks as if an interactive button, but it surely’s not. This may be deceptive to gamers and so they might discover it irritating for the reason that button-like design results in nowhere.

Heuristic: CLA2 Suggestions is well timed, helpful, and applicable to the motion.

Severity: Severe.

Context: The “WARP” impact occurs when gamers are provided to decide on between two completely different bonus results that may be detrimental and optimistic.

Component / Mechanic: The “WARP” will relocate all present celebration members to a random greater stage.

End result / Consequence: After this “WARP”, there is no such thing as a evident message indicating which stage that will be. The one manner gamers can get which stage they’re in is the tiny indicator on the top-left nook. If the gamers weren’t being attentive to the extent earlier than, they might fail to acknowledge what number of ranges “WARP” helped them improve.

Heuristic: CLA2 Suggestions is well timed, helpful, and applicable to the motion.

Severity: Medium.

Context: The flashing impact is just too dazzling when gamers choose a Soda Junkie. And the “Swap” button just isn’t explicitly described.

Component / Mechanic: The Character Web page exhibits all of the soda junkies gamers rent for every spherical.

End result / Consequence: The flashing results are too dazzling when gamers choose an merchandise and should trigger discomfort for the eyes. As well as, whether or not the “Swap” button stands for switching weapons of two soda junkies or competitors order just isn’t acknowledged clearly.

Heuristic: CLA1 Info presentation constant inside sport and style.

Severity: Medium.

Component / Mechanic: The intention of the loadout mechanism is that customers can equip their celebration with swords or shields that improve their HP or assault. Nonetheless, this may solely be executed within the tavern.

End result / Consequence: Typically instances when gamers are enjoying this sport they would wish suggestions immediate on their celebration’s loadout previous to coming into a stage as they’ve paid in-game foreign money for his or her present celebration and it’s vital to make sure that the loadout is appropriate as to keep away from losing foreign money on errors with celebration loadout. Think about displaying the loadout and being able to change that earlier than coming into the extent (outdoors of the tavern) in a suggestions immediate. Think about including a capability to go to a tavern or regulate loadout from the display under.

Heuristic: CLA1 Info presentation constant inside sport and style.

Severity: Medium.

Component / Mechanic: Gamers may select one of many archived video games to proceed enjoying. There may be additionally one other chance that a number of gamers share one machine for this sport. They might choose their very own historical past to course of.

End result / Consequence: The “Exit to Title” possibility just isn’t obtainable to gamers at a decrease stage. They must shut the applying and open it once more to return to the touchdown web page. Nevertheless it’s not an issue for gamers who’ve gone to higher ranges.

Heuristic: CLA3 Info grouping and hierarchy.

Severity: Low.

Context: The social media platforms are displayed uneven on the touchdown web page.

Component / Mechanic: Show social media platforms on the touchdown web page is goal to encourage gamers to share this sport on the group and have a tendency to draw extra gamers’ consideration.

End result / Consequence: Show social media icons on the two-sided is manner arduous for gamers to interpret. Customers could also be confused by the two-sided icons which have completely different capabilities and attributes from one another.

Heuristic: CLA3 Info grouping and hierarchy.

Severity: Low.

Context: This dialog field exhibits up when gamers speak with NPCs within the tavern.

Component / Mechanic: Within the tavern, gamers can speak with NPCs. The conversations will present up on the highest within the entrance layer.

End result / Consequence: This banner covers the Wizard on the display, who initiates this dialog. Blocking the character who’s speaking might be improved in a greater design.

Heuristic: CLA3: Info grouping and hierarchy.

Severity: Low.

Context: It is a typical fight mode within the sport.

Component / Mechanic: Gamers may assign completely different roles to every celebration member geared up with varied weapons and magic expertise.

End result / Consequence: The HP of the celebration members and opponents are in the very same type in each font and color.

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Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Crucial.

Context: “Proceed” button is overlapped with the “audio” button.

Component / Mechanic: Participant after chosen a treasure and faucet “proceed” button to subsequent stage fight.

End result / Consequence: These two buttons are too shut to one another and make gamers faucet the incorrect button. Gamers are simple to faucet the audio button as an alternative of the proceed button and vice versa.

Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Severe.

Context: The caption of dialogues are proven completely different fonts type throughout fight mode.

Component / Mechanic: The background dialogues current a storyline to assist gamers perceive the context of the sport and provides subsequent step directions.

End result / Consequence: Caption is in all capitals in some dialogues and typically captions are in uppercase font type. Participant confused by inconsistent font type and tough to visually distinguish story content material.

Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Severe.

Context: This storyline will present up on the very starting of the gameplay earlier than any battle occurs. Later within the sport, the identical design retains displaying up telling the entire story.

Component / Mechanic: That is supposed to stroll gamers via the background story of this sport by presenting one sentence at a time. Gamers are inspired to course of by tapping one “arrow”.

End result / Consequence: 1) The “subsequent web page” icon doesn’t seem like directing to the subsequent web page. As a substitute, it appears like “repeat” or “rewind”. As well as, the icon just isn’t interactive or intuitive. Gamers would possibly discover it complicated. 2) All capital letters make it arduous to learn.

Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Severe.

Context: Again, exit and subsequent buttons usually are not intuitive to make use of for gamers. This display exhibits up when gamers tapping the e-book on the top-left facet, select “Gadgets”, and go to “Shields”.

Component / Mechanic: Gamers can entry their weapon inventories by doing so. This class runs for pages and gamers can undergo completely different pages on this “e-book” to verify completely different gadgets.

End result / Consequence: 1) Each corners of the left web page might be flip and gamers are confused every nook means. Again and exit buttons designed as web page flip on one facet is tough to interpret for gamers and should take an extended time to know. 2) The subsequent web page button is just too near the shut button and should trigger a incorrect click on.

Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Severe.

Context: This display exhibits up each time earlier than fight begins.

Component / Mechanic: 1) To supply gaming tricks to gamers. 2) Permit time for loading the sport. 3) Allow gamers to begin the fight every time they’re prepared.

End result / Consequence: With no interactive impact of the “GO!” button, it’s arduous to inform whether or not the sport continues to be loading or able to be processed.

Heuristic: GUI3: UI is aesthetically pleasing.

Severity: Severe.

Context: This occurs when one of many celebration members forged “Hearth Gem”.

Component / Mechanic: “Hearth Gem” damages the complete group of the part.

End result / Consequence: The visible impact of “Hearth Gem” makes gamers dizzy and uncomfortable.

Heuristic: GUI2: UI is evident and textual content is readable.

Severity: Severe.

Context: That is the dashboard of celebration members within the sport that gamers can entry via visiting the tavern and tapping “YOUR PARTY” on the backside.

Component / Mechanic: On this dashboard, gamers may see all of the celebration members they recruit and assign completely different armours, weapons, and magic expertise to every of them.

End result / Consequence: The final slots behind all celebration members seem like crosses or cancel button to expel members from the celebration. Such a design might be complicated for gamers.

Context: Autoplay mode & monotonous fight mode.

Heuristic: AGE1 Participant actions impression the sport consequence.

Severity: Crucial.

Component / Mechanic: The autoplay mode is designed to assist the participant undergo the fight quicker.

End result / Consequence: Gamers usually are not given sufficient management within the sport, particularly when the autoplay is turned on. As soon as the fight begins, they’ll’t change any setting of weapon. The participant’s motion is restricted, which hinders the participant’s sense of engagement.

Heuristic: AGE2 Varied play kinds supported.

Severity: Crucial.

Component / Mechanic: The day by day problem mode is designed to let the participant earn extra in-game currencies by collaborating within the problem.

End result / Consequence: Because of the linearity of the sport loop, the participant can solely play with one single sport type. There usually are not sufficient exploratory components within the sport. Though a day by day problem mode is obtainable, the type of this mode is basically the identical because the common mode, which is turn-based fight. It may shrink the chance that the participant would pay extra money to unlock extra components.

Heuristic: CON3 Controls are versatile and remappable.

Severity: Severe.

Component / Mechanic: Autoplay mode is meant to assist the participant skip the repetitive operation.

End result / Consequence: There isn’t a defence possibility constructed into the autoplay mode. The characters preserve attacking till they die. This may occasionally result in an unintended failure of the sport, particularly when going through a boss stage enemy the place extra strategic operations are wanted.

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Severity: Crucial

Heuristic: PTW3 — gameplay is truthful for paying and non-paying gamers

Component / Mechanic:

Gamers can merely pay $1.29 to buy power-ups no matter in-game worth. For instance, an merchandise that has a 1 million in-game foreign money worth prices $1.29 to buy and an merchandise that prices 100 in-game foreign money additionally prices $1.29.

End result / Consequence: This is a matter because it makes buying power-ups that may drastically change the problem stage of the sport very simple for customers. Customers should buy the most effective sodas, and tavern gadgets leading to higher fighters obtainable to affix your celebration. This may end in a participant reaching a really excessive stage within the sport with out studying any of the abilities required to get there. Moreover, it’s going to take away all supposed friction all through the sport for the participant which can end in one in all two situations (the sport wasn’t performed till the ultimate stage to see how in-game power-ups have an effect on sport issue.): the participant not possessing the required expertise taught steadily by stage increments or the participant not experiencing sufficient problem within the sport leading to decreased engagement.

Recommendation: Think about matching pay-to-win values to the in-game foreign money worth (greater worth for gadgets which are tougher to accumulate), or permitting gamers to buy in-game foreign money relatively than in-game gadgets. Observe that growing pricing will cut back the chance of gamers spending cash on higher-priced gadgets, nevertheless, might improve long-term participant engagement.

Heuristic: MOB2 Deal with interruptions moderately.

Severity: Low.

Component / Mechanic: Watching adverts whereas autoplay is turned on provides the participant additional in-game foreign money.

End result / Consequence: Though the autoplay is turned on, it’s nonetheless vital for the participant to see the timeline on the high of the display. However the advert blocks the timeline totally.

Heuristic: MON2 Purchases present significant worth.

Severity: Medium.

Component / Mechanic: When the participant is bored with enjoying the identical stage time and again, they’ll buy a go to leap to the very best stage.

End result / Consequence: The in-game purchases are made beneath the circumstance that the participant is bored with repeating the identical stage as an alternative of being attracted by the sport.

Observe: I don’t work for, nor am I affiliated with Soda Dungeon. This Cell Sport Heuristic Assessment Case Research was executed as an academic expertise to assist make me a greater designer.

Thanks for studying! Discover the unique publish on my private web site. Please contact me on the e mail or join through Linkedin.


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