Evaluation And Usability for Games
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Transcript of Evaluation And Usability for Games
Usability and Evaluation
How to get the most out of walkthroughs and playtesting
Chelsea HoweActionXL 11/03/09
huge thanks to Dan Cosley, HCI 3450
Why evaluate?
Find bugs earlier Address design issues Increase user enjoyment (more fun) Objective look at features and failures Prioritize the big To Do list
Makes your game BETTER
How to evaluate? Depends on where you are Different stages have different requisites What you’re looking for changes Stage
Concepting Prototyping Internal Playtest External Playtest BETA+
Method Cognitive Walkthrough Cog/Phys Walkthrough Heuristic Eval/Nielsen HE, Surveys, Observation Surveys, Observation, Forum
Tasks vs. Free play Giving evaluators “tasks” is useful in
forcing people to explore an interface Guided evaluation can focus people’s
attention where you want it Careful, tasks can be biased Hardest issue is choosing right tasks
Easier in games: Beat level 2, save, pause, defeat two droids, check high scores
Cognitive Walkthrough
You click the game icon on your PC and see a page with three buttons: play, settings, exit… State diagrams Flowcharts Control schematics
Figure out UI functionality Plan overall flow of experience
Physical Walkthrough
Paper prototype Loose menu/UI layout What fits on a page? What’s not allowed? (Error messages?)
Mind what requires explanation Not at stand alone point, but insightful Can warn about future problem areas
Heuristic Evaluation Many problems are universal and fall into
consistent categories Approach 1
• Look at categories, seek problems Approach 2
• Find problems, organize with categories
Hone in on problem areas Focus on most severe issues
Frequency, impact, persistence, aesthetic
Heuristic Evaluation Cont’d Simple and natural dialog Speak the user’s language Reduce user memory load Be consistent Provide feedback User control and freedom Flexibility and efficiency of use Help users recognize, diagnose, and recover from errors Prevent errors Help and documentation
Jakob Nielsen’s 10 Usability Heuristicshttp://www.useit.com/papers/heuristic/heuristic_list.html
Notes on HE Can be done by creators or observers Each person should go through twice
1 - figure out the general layout, understand the overall concept (“get” the mechanic)
2 - go through again checking for the heuristics For each problem, indicate location, type,
severity, and possible fixes Use this method to organize your To Do. Finds many errors, types of errors, good!
Nielsen’s Guidelines Learnability: How quickly can users understand
your main mechanics? Efficiency: How effectively can users perform the
tasks they want to do? (Make sure the challenge is in the right place)
Memorability: How easy is it to pick up the game again after an hour, day, month off?
Errors: How often do users make errors (is death an error?), how severe, and how easily can they recover?
Satisfaction: Do people like your game?
A note on evaluation
Most of HCI is driven by EFFICIENCY Games are not classic HCI targets
Emotion, enchantment, flow Experience vs. product “Intentional Inefficiencies”
Watch reactions as much as actions. Face vs. Screen
Observation Screen
Unexpected behavior Glitches/bugs “Think aloud” > “Why did you do that?”
Face Frustration Focus Fiero! Enchantment
Surveys
Why?! “Cool game” “Yeah it was great” “I really liked it”
Focus attention Increase feedback Open-ended questions
Forums
Games benefit from dev/user discussion Unity3D Free iPhone Playhaven Get friends involved in the iterations Find/fix bugs as they appear
Summary
Different methods, different information Tasks vs. Freeplay Walkthroughs, cognitive and physical Heuristics and design sensibilities Efficiency vs. Experience Observation, Surveys, Forums
Example Game: Influence
Half the Class on Tasks Half the Class on Freeplay Who finds the most heuristics?
Influence - Tasks Pick an allegiance Max the # boids in a game Play as the violin Have 6 adversaries Play a multiplayer game with at least
three other players Record the maximum amount of time you
survived a multiplayer game Play a game in respawn mode