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Games User Research
is for
Game Design!
Marina Kobayashi, Electronic Arts
Sarah Romoslawski, Sifteo
Who are we?

Sarah
Romoslawski
                                            Marina
                                         Kobayashi


       Game Designer   Lead Games User Researcher
Who are we?

Sarah
Romoslawski
                         Marina
                      Kobayashi
Overview
Intros
What is games user research(GUR)?
How does GUR turn game design into GREAT
 games
Applying games user research to game design
  Platforms
  Genres
  Target users (age, lifestyle)
Our conclusions
Q&A
From two perspectives:




                      vs.




       What a mess!
Who are you?
It is ok to raise your hand more than once!
   •   Game Designer
   •   Artist
   •   UX/UI Designer
   •   Programmer
   •   Producer
   •   Wearer of many hats
   •   I’m just a unicorn
There is always a player in a game. Games
are made for people by people.
How do games
become great
games?
Answer:
by doing Games
User Research!
Games user research is a feedback loop for
game designers to understand how users
experience their games.
GUR + Game Designer = Collab
Genius

       Lather
        Rinse
       Repeat
When Should I do GUR?



          Concept                 Early                      Full              Alpha            Post
           Phase               Production                 Production           Phase           Release


Collaging/ White Box   Vertical Slice       Level Tests    E3/XBL Demo      Full Play    Benchmark        DLC
        Tests             Tests              MP Tests          Tests     Through Tests     Tests         Tests




                                        All stages of the
                                            dev cycle!
From early stages…
Combat Mechanics Test




        Test EARLY and OFTEN:
          White Box Testing
To full playthroughs…
Games User Research is for Game Design!
Full Playthrough Test
             Average Player Experience
                      (Via Survey Stops)
 10.0

  9.0

  8.0

  7.0

  6.0

  5.0

  4.0

  3.0

  2.0

  1.0

  0.0




                Fun        Difficulty   Frustration

  Start of                                            End of
  Game                                                Game
What do we learn about?

                                         FUN
Impact   Difficulty                     factor
         Ramping                                 Usability in context
 slate
         of Puzzle                               of the new platform
         Content      Early Character
                         and Story
                       Development
Corporate Perspective
Platform
Genre
Target Audience
Platforms,
Genres,
Gamers
and GUR at EA Game Lab
“Why do we fall sir? So we might learn to pick ourselves up. ”
                                     - Alfred, Batman Begins
Know Your Platform
All Platforms Have Affordances
All Platforms Have Affordances


  The quality of the
  device that lets you
   perform an action
All Platforms Have Constraints
All Platforms Have Constraints

                 Small screens, dual
                   screens, touch
                       screens
All Platforms Have Standards
All Platforms Have Standards
Testing Different Platforms
at EA
Concrete Examples: Kinect Voice for Mass Effect 3 and EA Sports Active: NFL
Training Camp
GUR on Kinect Voice in
Mass Effect 3
+ 1:1 think-aloud (command aloud)
        + exploration & experimentation
        + usability
GUR on Kinect Voice for Mass Effect 3
       Kinect voice ≠ natural language
GUR on Kinect Voice in Mass Effect 3
   What would you say to control the game?
Video clips
Player 1
                Ok, Mordin I’ll see
                 what I can do…


                                      “…”


   Kill kill kill…
     Die die die…
Player 2                 “Xbox
                      Inventory?”
                         Can she
           “Liara?”     hear me?

                  Hmm… I forgot
                 the names of the
                      powers


                       “Liara, Lift
                         Orb?”
GUR on Kinect Voice in Mass Effect 3
         What would you say to control the game?


 Expected
Commands




Usability of
    Voice
Commands
GUR on Sports Active Games
“I have to wear what?”




                         Usability

                         Ergonomics
So how do I use this thing?
So how do I use this thing?
             8
                                                          Tutorials Opinion
                                                                  8
 8
                                       7                                   7         7       7
 7
                                                              6                                      6       6
 6
                                                                                                                     5       5
 5
                     4                                                                                                               4
 4
                 3              3
 3
                                           2   2 2        2
 2
         1                                            1           1
 1
                            0                                          0       0         0       0       0       0       0       0       0
 0




     Liked tutorial video           Tutorial video needs improvement



         Players commented that they would like to see                                There were two mentions that holding the
        more of a step-by-step breakdown of the exercises.                         Wii-motes felt awkward, that they were not sure
        One player also mentioned not knowing they were                            how to hold them or that the exercise required
       supposed to observe the trainer doing the exercises.                                        using them at all.
How’d you do?
GUR and Genre at EA
Concrete Examples: different methods for different games
Why we used different methods for
BF3 Multiplayer vs. Warp?
Why we did different methods for BF3
Multiplayer vs. Warp?


First-Person Shooter     Puzzle Platformer
GUR for the
First-Person Shooter
+ 1:1 think-aloud usability tests for Single Player and Multiplayer
+ Dyad usability tests for Co-op
+ Multiplayer playtests (over 32 players in-game simultaneously)
+ Full playthrough tests
+ PPT screen walkthroughs
+ Flash Prototype tests
Games User Research is for Game Design!
Some observations are best made with live gameplay and think-aloud.
Games User Research is for Game Design!
GUR for the
Puzzle Platformer
+ 1:1 think-aloud usability
+ Full playthrough
Warp [Puzzle Platformer]
GUR for Puzzle Platformers




Warp
GUR for Puzzle Platformers




Warp
GUR for Puzzle Platformers




Warp
GUR for Puzzle Platformers




Warp
GUR for Puzzle Platformers




Warp
GUR for Puzzle Platformers




Warp
GUR for RPGs
How to test a game that has 160 hours of content?
+ 1:1 think-aloud usability
+ Extended Playthrough
+ Combat Encounter Tests
+ Diary Studies
Dragon Age II
Dragon Age II
Dragon Age II
Dragon Age II
GUR for Facebook RPGs
How to test a game that might be played in 5-10 minute
increments?
+ 1:1 think-aloud usability
+ Diary Studies
Dragon Age Legends
Dragon Age Legends
Dragon Age Legends
                     Dragon Age Legends
Dragon Age Legends
                     Dragon Age Legends
Diary Study
GUR on target
audience
~OR~
Figuring out who the right gamers are and how to get them
in the door.
Games User Research is for Game Design!
But who is Mr. Right - for this playtest?
Does Mr. Right check off
all these boxes?
Wait you’re giving out incentives?
Games User Research is for Game Design!
Phone Screening

“Good answer.”
Why getting the right players matters?
Franchise Fans vs. Newcomers




                               Shooting Target Sliding Shooting Shooting Weak
              Time   #Deaths   1 (max # cycles )     (cyc)        Spots (min)
New Players
Pair 1         8       4           4cyc.          3rd cyc.           3
New Players
Pair 2         10      2          5cyc.           1st cyc.           6
Fan Pair 1     10      3          3cyc.           1st cyc.          <1
Fan Pair 2     5       1          4cyc.           1st cyc.          <1
Average       8.25    2.5        max 4cyc.
Why getting the right players matters?




4-player co-op campaign
Why getting the right players matters?
When testing a 4-player co-op campaign:

              “Be the best you can be!”




                          “I will pwn you!”
Why getting the right players matters?
  Melee DPS    Tank   Healer / Tech   Ranged DPS




4-player co-op campaign
Why getting the right players matters?
  Melee DPS      Tank         Healer / Tech   Ranged DPS




   “I really like the idea behind
   the mag-shield. I usually
   play tanks/defenders aside
   from assault classes and this        “I really enjoyed
   allowed me to police the             playing Izzy. I
   front lines while my                 frequently choose
   teammates flanked and                healers in MMO's or
   sniped from cover. Definitely        group/co-op games
   fits my play style.”                 and thought she was
                                        a great character to
                                        start off with.”
Grassroots Perspective
Platform
Genre
Target Audience
Wait, What is Sifteo?
Platforms,
Game Design,
and GUR at Sifteo
(or in other words) “neighbor” isn’t a verb
The Need for the Sifteo PlayLab




                                     Original
                                  Sifteo Cubes




                       Ok so now let’s find some
                           people to play…
The Need for the Sifteo PlayLab

Less Off Site to More On Site Testing!




                                     Ok so now let’s find some
                                         people to play…
Design in Parallel

                     Wait, you want
                     me to drive on
                          that?
Creating Standard Visual Language




 Neighbor isn’t a
      verb
What we do at the PlayLab:


Measure
Fun
through
Playtesting
How does Sifteo Measure Fun?


 Fun = Learning (Koster, A Theory of Fun)


   tinkering
                                     FUN of MASTERING
                                          new skill

                  Frustration, the
                  game doesn’t
                    teach me!
All Platforms Have Affordances


  The quality of the
  device that lets you
   perform an action
Affordances – Spatial reasoning and Cube
Buddies
Sifteo Cubes AFFORD for spatial reasoning puzzles, but spatial skills are
honed throughout life.
Game Play
Zorg’s EYE Problem
Really Mixed Up Faces
Almost Done, But Eyes Wrong
The player would get to here and
STOP
What Skill Were We Forgetting to teach?
We didn’t teach an
eye for an eye!
Solution: Teach How to Swap Upside
Down Eyes
All of the Above -- Sifteo Example
  Dealing with platform CONSTRAINTS, AFFORDANCES and
               STANDARDS on Word Caravan
Games User Research is for Game Design!
WC Game Play
Why WC?
• Must be fun for 7-12, the platform requires this as a STANDARD for all
  games
Why WC?
• Must be fun for 7-12, the platform requires this as a STANDARD for all
  games
• Must improve our original word game, Word Play, yet still be playable on
  3 or more cubes, a design CONSTRAINT of the platform
Why WC?
• Must be fun for 7-12, the platform requires this as a STANDARD for all
  games
• Must improve our original word game, Word Play, yet still be playable on
  3 or more cubes, a design CONSTRAINT of the platform
• Shuffling letters to make words exploits the AFFORDANCES of the
  platform
Why WC?
• Must be fun for 7-12, the platform requires this as a STANDARD for all
  games
• Must improve our original word game, Word Play, yet still be playable on
  3 or more cubes, a design CONSTRAINT of the platform
• Shuffling letters to make words exploits the AFFORDANCES of the
  platform
• ALL OF THE ABOVE due to the platform resulted in the creation of an
  appropriate hint mechanism imited inputs and screen space
Pre-existing Models of
Word Games
Problem(s)
• Game gets hard too quickly
• Players get stuck too early in the game
• Players naturally want to apply models of other word games

•BUT we didn’t want to make it too easy for the older age groups

             Everyone I
             know has a
              big but…
Too much frustration, too little fun




                            FUN of MASTERING
     tinkering
                                 new skill



    Frustration, the game
     doesn’t teach me!
Will pattern recognition help?

•Block, lock
•Lock, unlock
•Date, update
•Make remake
•Act, fact, facts, factor, artifact
We simplified the puzzles



                             BAT
                             FIX
                            WORD
What do kids do when they can’t read
a word?
Solution: Hint Mechanism
Have the game be the parent! SCAFFOLD the player.
Iterate, test, iterate, test, iterate, test
…
• Earned hint, tracked with icon
• Automatic hint
• Increase the size of the
    hint icon
• Delayed hint




                                   Older version,
                                   Not noticeable
Hypotheses vs. Actual




           …well I guess not this time…
Final Implementation – Infinite
Delayed Hints, Large Icons
Developer On Site!

           Children often do not report
          seeing animated elements that
           appear on one or more of the screens, Even if
             the elements are high contrast and cover
          1/64 of the total screen area. Increasing the
           size to 1/16 total screen area seemed to
                        solve this problem.



        Chris
    March, Lead on
    Word Caravan
GUR and Genre at Sifteo
Designing task oriented 1:1 sessions for the Sandwich Kingdom RPG
Sandwich Kingdom RPG
Task Oriented, 1 or 1:2, Think Aloud
Designing a Script: Quest or Task
Focused



     I am… vs. Pearl is…
        Yes, yes with help, or no
PLAY THE BUILD
WHERE DID I GET
 CONFUSED?
Early Feature Test: Dangerous Pits
Early Feature Test: Dangerous Pits
Feature Test: Dangerous Pits
No NPCs
No Final Art
So we use similar methods over all
games
But we ask different questions in the
end
Acquiring Actionable Data from
Kids
~OR~
when the chocolate covered pretzels are more interesting than
your game, you might have a design problem
Informed Consent, NDA and Photo
Release
The Researcher’s Role
Facilitate Play

                           We want you to help us find
                                  problems!




  We want you to tinker!
Facilitate Communication




                     Teach each other how to
                              play.
Play with Parent
Everyone wants to feel smart, even
kids!
Sifteo: Longitudinal Studies
Concrete Example -- Collecting Data With Kids
     on the ~Entire Puzzle Game~
No Stats Saved on HW at this Point.

• So how do we know how long it takes?
• How many tries to solve the puzzle?
• Where is the player successful?
• Hrmmm…
• We can do this!
Solution: Pizza and Games

•IT’S SUMMER!
•2-3 x 3hr sessions
•Lunch included (pizza)
•Gift card for the parent
•Certificate of completion
•Did I mention these were 3 - 4 hr
 sessions with kids 14 and under?
Testing Chroma Splash Puzzle Mode
Game Play
Goal:
Puzzle Difficulty Ramp Up
A Chroma Splash Puzzle
Games User Research is for Game Design!
Games User Research is for Game Design!
Games User Research is for Game Design!
Games User Research is for Game Design!
What about adults?
Sometimes you run out of kids…




BUT            you still need data!
Kids and Adults are Different

             My biggest surprise was how
            reticent older adults
              seemed to be to
            experiment with the
           game. That resulted in certain
          adults taking far longer to complete
                  puzzles than kids did.




       Scott
   Kim, Chroma
      Splash
Actionable Data can be Tricky

                     wanted a
             Some testers

          perfect solver that would fail
           the user in any situation where they
             could not proceed. This seemed
           dangerous and very
           difficult, so I did not attempt it.


    Eric Liao,
  Chroma Splash
Key Takeaways
GUR is your hydrant to feedback…enjoy it!
Thank you!
Marina Kobayashi    Sarah Romoslawski
mkobayashi@ea.com   sarah@sifteo.com

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Games User Research is for Game Design!

Editor's Notes

  • #2: ----- Meeting Notes (9/15/12 12:58) -----introduce names, say names, and say &quot;today we are going to talk to you about WHY and HOW games user research is for game desing
  • #3: Sarah RomoslawskiSifteoGame Designer (Producer) (Playtesting)MFA from ASU’s arts media and engineering program, 5+ years game and experience design for learning.Marina KobayashiElectronic ArtsSr. Games User Research @ EA Game LabMasters in Human-Computer Interaction (CMU HCII), expert with 7+ years experience in usability and user research.----- Meeting Notes (9/15/12 12:58) -----My name is Sarah, I am a game designer at Sifteo where I also help lead playtesting for all dev teams, I have over 5 years experience doing game design and experiential design for learning, a game I really like is TWEWY
  • #4: Sarah RomoslawskiSifteoGame Designer (Producer) (Playtesting)MFA from ASU’s arts media and engineering program, 5+ years game and experience design for learning.Marina KobayashiElectronic ArtsSr. Games User Research @ EA Game LabMasters in Human-Computer Interaction (CMU HCII), expert with 7+ years experience in usability and user research.----- Meeting Notes (9/15/12 12:58) -----My name is Sarah, I am a game designer at Sifteo where I also help lead playtesting for all dev teams, I have over 5 years experience doing game design and experiential design for learning, a game I really like is TWEWY
  • #5: ----- Meeting Notes (9/15/12 12:58) -----we will tell you a little bit about ourselves, we will define games user research, we will explain how GUR helps turn games into great games, and we will provide concrete examples of how GUR helps game design in the context of target user, platform and genre, then we will wrap it up and open the session for Q and A
  • #6: We will provide you with an understanding that you can do GUR on any budget. The types and amount of GUR you can do obviously scales with the amount of support you have and the scope of the game, but every game can be playtested and should be by your target audience.----- Meeting Notes (9/15/12 12:58) -----but Marina, doesn&apos;t GUR cost lots of money? I am just a team of one!Marina: yes, it does in some cases, but by providing examples from Sifteo and EA we hope to show that GUR can be scalable depending on your budget, the size of your game, everyone can do GUR
  • #9: Through careful planning, development, and analysis.Different types of research informs the development and strategy. Market researchGames user researchTechnical researchGames user research is a feedback loop for game designers to understand how users experience their games.
  • #11: Design IntentHypotheses about how users will behave or respondExperiment design “how are we going to observe no one doing that thing you want them to do?”Reporting test results quickly and effectively – because its all for you!
  • #12: Test early and often – the lab is a safe place to failIterative testing throughout the game development lifecycle – see if design changes improve the experienceTesting different facets of the game.----- Meeting Notes (9/15/12 12:58) -----its important to test at all stages of the dev cycle
  • #14: Test EARLY and OFTENZoom in to core features and mechanicsThis true is because the basic mechanics will be used as building blocks in the game systems which will rely on these mechanics being solid. An example from Dante’s Inferno is the melee combat mechanic of using a scythe for short and long range attacks against mobs of enemies.
  • #16: Which we are able to capture during a full playthrough. We do this through survey metrics collected at stops at regular intervals and/or after specific events. Usually these pop up when there’s a lull in the gameplay
  • #17: EXP CHART. Zoom out to full game experience, understanding how long it takes to play the game, where are players having the most fun and most frustrationLooking at these metrics holistically we can see how the experience unfolds over the course of the entire game. This helps the dev team visualize the experience and alerts them to any times the player may be significantly derailed. However, if you test whitebox levels and mechanics earlier in the process there should be fewer of these as they should have already been identified. ----- Meeting Notes (9/15/12 12:58) -----to understand the full game experience, how long it takes to play, where users are getting stuck
  • #19: Really we’re not evil – we care about our consumers!
  • #29: Video clip 1: radio silenceJust let me shoot the enemies!
  • #30: WHAT GAME IS THIS lol
  • #31: Our research looked at what players expected to be able to say to control the game, what kinds of actions and controls would be available via this new platform.Then the question was how usable and accessible were the voice commands? Were players able to be as effective with the new controls? Could they get the characters to do what they wanted in close to the same number of attempts as they would with the controller? How would the players feel about the experience of using voice commands?
  • #32: Player 1 tyler: “…”Player 2 chris: “liara?” Oh it fires off where I’m looking? Yeah that’s what its doing.
  • #33: Player 1 tyler: “…”Player 2 chris: “liara?” Oh it fires off where I’m looking? Yeah that’s what its doing.
  • #34: Player 1 tyler: “…”Player 2 chris: “liara?” Oh it fires off where I’m looking? Yeah that’s what its doing.
  • #35: Our research looked at what players expected to be able to say to control the game, what kinds of actions and controls would be available via this new platform.Then the question was how usable and accessible were the voice commands? Were players able to be as effective with the new controls? Could they get the characters to do what they wanted in close to the same number of attempts as they would with the controller? How would the players feel about the experience of using voice commands?
  • #36: Design intent: create a game that encourages players to do physical activity with fitness in mind.Measure the gamers exercises and movement and provide feedback and performance metrics.GUR seeks to address whether the UX is doing this, and where it is failing. When we test a user experience – this must encompass more than just the software – it also takes into account the context, hardware and platform, any related systems that the game will interact within. In Sports active – the game relies on sensors to capture the player’s movement and behavior. The test may look at whether the player understands how to use the hardware effectively, whether they are physically able to, and the emotional experience – do they enjoy the activity? If there are breakdowns in any of those 3 areas, identifying them is key – knowing what the problems are means they can be addressed or at least the team is aware of them. Testing this meant having real gamers come to the lab and workout! Boy did we get sweaty. As the moderator – I wore workout clothes too – to help make the participants feel comfortable participating in an exercise test.
  • #42: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #43: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #44: We dedicated a lot of resources to testing Battlefield 3 – doing all these methods to get feedback on the game throughout the development lifecycle.
  • #45: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #47: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #49: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #50: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #51: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #52: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #53: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #54: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #55: BF3 Military FPSRealism and fast reaction times are critical – twitch gamingHighest priority gameplay mode is the online multiplayer – interruptions and distractions need to be minimized, so we do group playtest to have them be in as close to the end-user experience as possible. Collecting feedback in surveys immediately after the match – we know that there will be some data we don’t capture because it is retrospective and we are not probing real-time, but the benefit is that it’s a more ideal gameplay experience. Warp - Puzzle Platformer game – its played single player, so in some ways reaction times are not quite as urgent, the game can be more forgiving of having the player think-aloud. For puzzle games our goal is to understand how players are solving the puzzles – their cognition! This doesn’t mean we didn’t DO 1:1 think-aloud usability tests for BF3… we did! But it depended on what the goal was – getting feedback on the UX/menus/HUD etc we did 1:1 think-aloud usability and maximized efficiency – having 1 consumer participant recruited at a time, and having internal players act as “server fodder”. Also minimal time spent in-game – maximizing tie spent on the focus areas for the test.
  • #57: What other methods are there?We’re looking at
  • #58: What other methods are there?Diary study
  • #59: What other methods are there?Diary study
  • #60: What other methods are there?Diary study
  • #62: What other methods are there?Diary study
  • #63: What other methods are there?Diary study
  • #64: What other methods are there?Diary study
  • #65: What other methods are there?Diary study
  • #68: Gamers lie to get into studies and get the incentivesCareful screening is important for making sure gamers have the experience we are looking for
  • #69: Gamers lie to get into studies and get the incentivesCareful screening is important for making sure gamers have the experience we are looking for
  • #70: Gamers lie to get into studies and get the incentivesCareful screening is important for making sure gamers have the experience we are looking for
  • #71: Gamers lie to get into studies and get the incentivesCareful screening is important for making sure gamers have the experience we are looking for
  • #72: Gamers lie to get into studies and get the incentivesCareful screening is important for making sure gamers have the experience we are looking for
  • #73: Tell me why you like Skyrim – well I like the characters and the graphics. Oh which characters did you like? Ummm the king? I can’t remember his name right now, but I thought he was cool. Ok, how about the graphics? What did you like about them?They were cool – they looked good. I liked the style.How about the gameplay? Yeah it was cool. I liked it.
  • #76: So why does getting the right players matter?When we’re looking for players to test a co-op campaign
  • #78: So why does getting the right players matter?When we’re looking for players to test a co-op campaign
  • #79: Because we’re looking for qualified responses.
  • #81: Targeted to ages 7-12, the sifteo cube gaming platform is hands on. Games are played by manipulating a set of cubes, putting them together (we call that neighboring), shaking, tilting, flipping – Since the cubes are a spatial and tangible interface, the platform really lends itself to puzzle games including word games, logic games, and maze adventure games. The system has audio as well that comes out of what we call the master cube. So now that you have a better understanding of the platform, we can dig a little deeper into what playtesting this platform is like.
  • #85: Finally, the platform AND the games were being built at the same time. As our LEAD QA put it, it is like buiding an overpass and driving on it at the same time.
  • #87: So what do we do at the PlayLab?
  • #91: Cube buddies is a puzzle game. There are characters in the game and you engage with their faces by putting them back together after they have been scrambled. Faces are put back together by neighboring cubes and thus allowing the game to swap parts. So basically, if the blue/green guy and the orange guy were just neighbored, there eyes would have just swapped.
  • #92: Learned through playtesting
  • #93: Lots of things are wrong here, especially the eyes. Zorg’s eyes are on Suli’s head and Suli’s eyes are on Zorg’s head.
  • #94: The player would start by putting the cubes together to swap the eyes.
  • #96: Kids understood that the eyes were upside down, but making the leap to swap the same type of part was HUGE for kids. Why weren’t we teaching this? Kids could obviously tell that the eyes were wrong, they just had no idea what to do with it.
  • #98: We had to single out this puzzle solving skill. This was tough to pinpoint just in level design but easy to pinpoint while playtesting. And playtesting resulted in an entire puzzle level around the core skill – swapping eyes.
  • #101: Tilt the cubes to rearrange letters only on the cube, move the cubes around and neighbor to spell a target word
  • #102: Why present word caravan in the context of platform?
  • #106: Through playtesting we realized that word games are extra tricky. Players came to the game with models of other word games in their mind. They wanted to swipe the cubes like they were an iPad and they wanted to be able to swap out the letters, which they couldn’t. We had to find a way to teach OUR model of a word game.
  • #107: SO how do we teach them our model and our rules, when they have something engrained in their mind of how word games work, AND how do we do that in a way that made the game too easy for older kids.
  • #109: It helps a little, but if you are not an avid reader, you wont even know what patterns to look for, 7-9year olds may only just be learning compound words, phonemic patterns, prefixes and suffixes
  • #110: This certainly helped in early levels of the game, but we were still finding that kids got stuck in later levels
  • #114: We worked with our designers, creating that feedback loop – to carefully to make hypothesis on hinting, and initially, we still weren’t getting results
  • #116: Developer watched each iteration Turn around within a day Sometimes reprogrammed hint mechanism on the fly after watching kids play, seeing first hand that the kids did not notice the icons encouraged the developer to take action on the critical items
  • #118: Sandwich Kingdom is a
  • #119: For this game, it was really important to work with the game designer to come up with a script of specific tasks we wanted to the player to do.
  • #120: Are the users having fun playing as a girl character? Do they feel emersed in the world? What causes them not to be? Will the platform be a distraction?
  • #121: But you have to start somewhere, the best way to start writing a script for your playtest is to play that version of the build
  • #122: And figure out where you yourself are getting confused… this works great in early stages of the game, later one, you might know too much, so put pressure on the developer to discuss what the critical paths are to ensure the player makes it through their quest
  • #123: One feature that is a great example are the dangerous pits. In the final implementation of the game, which you see here, we have a lot of modalities teaching us about the pits, we have an NPC telling us, and art that we will stumble upon if we have pearl walk through the temple a little further
  • #124: So the purpose of the pit is that if you walk over it, it sends you back to the beginning, but early in the game…
  • #125: We didn’t have NPCs to tell the player to be aware and the art for the pit was just some hash marks. Testing something like this early, even before the feature was done, allowed us to understand if the purpose feature was clear to the player or if it was just annoying. By testing this we learned that the player enjoyed avoiding the pits and saw it as a challenging mechanic rather than just a frustrating obstacle, so we continued with the feature and built it out.
  • #127: And depending on your genre, you will need to ask different questions.
  • #129: First off, the boring stuff – forms forms forms…
  • #130: Make sure kids know you aren’t testing them, you are testing the game… you are only there to observe. Let them know that
  • #132: Having siblings play together naturally is a great way to learn if your game is usable or not. It is especially helpful if you can see one child teach the other child how to play. If they are explaining a feature that doesn’t even exist or if they have trouble explaining a feature, then you know you may not be teaching core skills of the game properly
  • #134: Its tough to ask kids “was this hard”
  • #135: But how do we know how the entire game works???
  • #136: We were developing the hw and the sw at the same time. Saving game metrics wasn’t a sensible priority for the team so we had to find another way to get quantitative data
  • #147: Adults can be easier to come by, but you have to keep in mind that adults play differently than kids, so use your target audience as much as possible but recognize what value you can get from having a different set of eyes
  • #148: Longitudinal testing allows you to see major issues, but sometimes it just isn’t possible to fix them
  • #149: - Doing Games User Research is better than nothing! Get your feedback loop on!Think about what your design is about – what do you want the player to experience?Work closely with the Games User Researcher or persons working on the test to make sure they understand what feedback you need – what your priorities are? What information are you lacking?Games user research can help you improve the Game Designthe platform experience, Experience when used by your target audience, and collecting the most actionable feedback – regardless of development phase, gameplay, genre…
  • #150: - Doing Games User Research is better than nothing! Get your feedback loop on!Think about what your design is about – what do you want the player to experience?Work closely with the Games User Researcher or persons working on the test to make sure they understand what feedback you need – what your priorities are? What information are you lacking?Games user research can help you improve the Game Designthe platform experience, Experience when used by your target audience, and collecting the most actionable feedback – regardless of development phase, gameplay, genre…
  • #151: - Doing Games User Research is better than nothing! Get your feedback loop on!Think about what your design is about – what do you want the player to experience?Work closely with the Games User Researcher or persons working on the test to make sure they understand what feedback you need – what your priorities are? What information are you lacking?Games user research can help you improve the Game Designthe platform experience, Experience when used by your target audience, and collecting the most actionable feedback – regardless of development phase, gameplay, genre…