> For the complete documentation index, see [llms.txt](https://docs.claimr.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.claimr.io/ux-requirements/quest-card-ux-requirements.md).

# Quest card UX requirements

## Understanding Quest cards

Quest cards serve as the primary interface for users to interact with individual quests within your campaign. Each card should provide a clear overview of the quest's objectives, rewards, and progress, enticing users to embark on the journey.

## **Quest state indicators**

Clearly communicate the current state of the quest: Active, Completed, or Locked.

<figure><img src="/files/F8af5gickxKkbVMvyPvi" alt=""><figcaption><p>Quests at different states</p></figcaption></figure>

* **Visual Clarity:** Employ distinct colors, icons, or labels to differentiate between each state.
* **Accessibility:** Ensure the indicators are easily distinguishable for users with visual impairments.
* **Consistency:** Maintain a consistent visual style for state indicators across all quests.
* **Placement:** Position these indicators prominently on the quest card.

## **Image**

Provides a visual representation of the quest's theme.

<figure><img src="/files/lFHCQs5GdQiUS2Qs9PU8" alt="" width="221"><figcaption><p>Example: Quest card with an image</p></figcaption></figure>

* **Relevance and quality:** Choose high-quality images that are relevant to the quest's content.
* **Size and aspect ratio:** Ensure the image is appropriately sized and cropped.
* **Accessibility:** Provide alternative text descriptions for images.

## Quest name

Clearly and concisely conveys the essence of the quest.

* **Clarity:** Use action-oriented language and avoid jargon.
* **Length:** Keep the title short enough to fit within the card's layout.
* **Hierarchy:** Use a larger font size and/or bolder font weight to distinguish the title.

## **Short quest description**

Provides a brief overview of the quest's objectives and rewards.

* **Conciseness:** Craft a succinct description.
* **Clarity:** Use plain language and avoid technical terms.
* **Enticement:** Use persuasive language to encourage participation.

## **User progress bar**

Visually represents the user's progress towards completing the quest.

<figure><img src="/files/crcT6TRTXvVObbmFAaFu" alt="" width="375"><figcaption><p>Example: Quest name, user progress bar, rewards, and counter</p></figcaption></figure>

* **Clarity:** Use a clear and easily understandable progress indicator.
* **Visual feedback:** Provide updates to the progress bar as the user completes tasks.
* **Accessibility:** Ensure the progress bar is accessible to screen readers.

## **Counters**

Display numerical information related to the quest, such as the number of tasks completed or rewards earned.

* **Clarity:** Use clear labels and units of measurement.
* **Placement:** Position counters near relevant elements.

## **Rewards**

Showcase the rewards that users can earn by completing the quest.

* **Visual appeal:** Use high-quality images or icons to represent the rewards.
* **Clarity:** Clearly indicate the type and quantity of rewards offered.

## **CTA button**

Prompts users to take action and start or continue the quest.

<figure><img src="/files/maGgmzmbm9qUXvF68Uey" alt="" width="563"><figcaption><p>Example: CTA buttons for different states </p></figcaption></figure>

* **Clarity:** Use action-oriented language.
* **Visual prominence:** Make the button stand out.
* **Accessibility:** Ensure the button is easily clickable.
* **State differentiation:** Visually distinguish between active and inactive states.

## **Quest blockers and dependencies**

Display any conditions or requirements that must be met before a user can start or continue a quest.

<figure><img src="/files/5afVX5utQshtoNY6Y1IO" alt="" width="234"><figcaption><p>Example: Quest card with dependencies </p></figcaption></figure>

* **Clarity:** Clearly communicate the blockers and any actions the user needs to take. Show any other quests that must be completed before this quest can be unlocked.
* **Visual cues:** Use icons or labels to visually distinguish blockers.

## **Countdown**

Displays a timer for time-sensitive quests.

<figure><img src="/files/OD57h7lrIer42lIOXCuC" alt="" width="238"><figcaption><p>Example: Quest card with a countdown timer</p></figcaption></figure>

* **Clarity:** Use a large, easy-to-read font and clear time units.
* **Urgency:** Consider using color or animation to create a sense of urgency.


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