Tutorial - Customizer 🎨
Simon Dubreucq avatar
Written by Simon Dubreucq
Updated over a week ago

Description

The mechanics of the Customizer allow you to invite your users to personalise a visual with the help of elements such as colour, text or icons. The applications are numerous: decorate an existing product of your brand, ask users to create their ideal product, hijack a photo to make an unexpected rendering, propose a colouring for children...

This module is ideal for your qualification objectives and for obtaining crucial information on the type of products/services/collections that would appeal most to your users. It also meets your engagement objectives, allowing you to launch community co-branding campaigns (offering your users to customise a product that will be marketed) and generating UGC (User Generated Contents) around your brand universe.

Game Design

Before setting up your campaign, you will need to have created the various graphic elements required. To get started, please visit this page which will give you access to all the essential information for the graphic creation of your campaign.

Pages setup

First, click on New Campaign and then select the Customizer mechanism.

You will then find yourself in the campaign editor with the 5 steps of this mechanic: Form, Media Gallery, Customizer, Thanks and an end of campaign page. You can also add a teaser page and/or a home page.

Don't forget to set up your campaign settings now, including the dates of the campaign and the rules and privacy policy.

Backgrounds

Import your desktop backgrounds by clicking on the "+" icon in Background Image. For background design specifications for this module, please refer to the "Game Design" section of this article. You also have the option of adding a solid background colour that will surround your game pages - you can leave the base colour or choose to unify your campaign, with a colour that is reminiscent of your brand or your game pages for example.

Game settings

  • Limited participation: if the toggle is unchecked then participation is unlimited. If it is checked, define the number of participations per day, week, month or campaign and per user, then create and select your Already Played page. If the user tries to play again, they will be taken directly to this page. Ideally, we recommend that you set the Limited Entry option to 1 time per day to encourage the user to come back regularly to add new creations.

  • Activate colour panel: allows you to give the user the choice to customise the image with a colour(s) from a list you have created.

  • Activate the stickets panel: allows the user to choose to customise the image with one or more icons from a list you have created.

  • Activate the text panel: allows you to add text to the image to be customised. The typography, colour and size of the text can be modified by the user when creating the image. There is no limit to the number of characters, but the text may not extend beyond the outline of the game background.

Game content

Visual management: Add up to 4 different visuals to be customised. The user will have to choose the product to be customised:

Final visual: The final visual is the one that will be displayed when the module is launched (in case of multiple visuals, a list will be proposed to the user). The dimensions of the visual must be similar to the dimensions of the game.

Layers: Layers represent the different editable parts of the product. There are a maximum of 11 layers and they can be placed in any order. Layer size: Width 1620px and Height 1600px.

For example, if you want the base image to be a basket, you can create 11 different layers from the image that will be different customisation areas:

Image to be customized

Image divided into 11 layers

Creating more than one layer helps to give more creative options as each layer represents an editing 'area'. Layers overlap each other, so it is important to position them correctly in the editor: the highest layer will be in the foreground, the lowest layer will be in the background. Drag and drop layers to change the location.

Example of customization :

Colour management: You can customise the colours you wish to offer your users.

Allow color customization: You can authorise your users to customise their own colours via a colour picker :

Sticker management: If you have activated the icon panel, the editor will offer you the possibility to choose the icons that you will make available to your users. To remove an icon from the standard panel, simply click on it. To add an icon, click on the "+" button and import your image.

Always show on top: This option allows you to display text and icons on top of layers. If this option is not activated, the texts and icons will be displayed in the layers, and therefore cannot be installed outside their borders.

Opacity of colors applied to stickers : Define the opacity level that will be applied to stickers whose colour is filled in.

Game appearance

  • Choice of fonts: By default, the module will propose a list of fonts to the user (Arial, Comic Sans MS, Courier New, Georgia, serif, Helvetica, Impact, Lucida Sans Unico, Tahoma, Times New Roman, Trebuchet MS, Verdana), however you can choose to upload an additional font in WOFF format by importing it and selecting it in the "Choice of font". It will be added at the bottom of the existing list when customising the layers.

  • Background visual: allows you to import the game background on which the image to be customised will be installed.

  • Menu theme: Choose a light, dark or custom look.

  • Visual of the validation button: Customize the button located at the bottom right of the module to validate the user's media

  • Visual of the "save colour" button: This button is customisable and allows participants to add a new customisation colour (only if the colour customisation option is activated)

  • Visual of the "start" button: This button is only displayed if more than one Customizer visual has been uploaded

Compatibility with the Gallery module

One of the possible options of the Customizer module is to showcase your users' creations for brand visibility, audience engagement and UGC (User Generated Content) viralization. Indeed, with the configuration as it is presented in the Customizer campaign template (Form > Gallery > Customizer > Acknowledgements), each visual created will be added to the Gallery automatically.

This means that your users can share the campaign link with their friends/relatives to encourage them to vote for their design and potentially win a reward if it is one of the top choices. To learn more about setting up a photo contest, please refer to the dedicated article.

Using the "Dynamic Image" widget

The other option is to use the "Dynamic image" widget in the "Media" tab:

This will allow you to highlight the image created by the user on a thank you page, for example:

Setting up the Mobile version

Once your Desktop campaign has been set up, you need to switch to the Mobile view in order to import the dedicated backgrounds and to format your different pages for this medium. To import Mobile backgrounds, follow the same procedure as for Desktop backgrounds.

⚠️ The mobile version of the Customizer does not contain the "Validate" and "Cancel" buttons like the Desktop version. Instead, you will find a system button "OK" that allows you to validate the creation and go to the next step.

Publish and test the campaign

When both the Desktop and Mobile versions are finalised, you can start publishing the campaign. Don't forget to check the campaign.

Other options available for the Customizer module

Customizer campaign examples 🎨

Maxi Toys is promoting the release of the second Snow Queen movie and the merchandising it offers to the children's target audience through a scenic Customizer: users are invited to colour in the dress of the character Elsa, via colours & stickers.

Moulinex is promoting its Cookeo food processor on Mother's Day and offering its users the opportunity to customize it with colours, texts and stickers of their choice. The community's commitment to this campaign was so strong that Moulinex produced and marketed sticker sheets dedicated to the robot, which were highly acclaimed via the game.

Athomédia is promoting the release of chef Olivier Streiff's book through a scripted customizer: the user is invited to compose a gastronomic plate, by adding icons illustrating great dishes. The brand then draws lots among the most beautiful compositions uploaded to the gallery by players.

Laguiole, the leading knife manufacturer, is promoting its customisation services through a scripted Customizer: users are invited to create their knife by selecting the model of their choice, before being able to customise the colour of its handle & its engraving via a text box.

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