Make Your Games Play, Teach, and Socialize Better: Usability & Playability Techniques From the Field
-
Upload
jason-schklar-consults -
Category
Technology
-
view
1.433 -
download
0
Transcript of Make Your Games Play, Teach, and Socialize Better: Usability & Playability Techniques From the Field
Jason Schklar
Game & User Experience Consultant
Make Your Games Play, Teach,
and Socialize Better:
Usability and Playability
Techniques from the Field
Triangle Game Conference April 7, 2010
What I know a lot about
Entertainment
Games
Human
Computer
Interaction
Attitudes &
Behavior
April 7, 2010Triangle Game Conference
What I know a bunch about
Social
Computing
Social Games
April 7, 2010Triangle Game Conference
What I came here to learn about
Serious Games
April 7, 2010Triangle Game Conference
Back to what I know a lot about
Most of them are gamers.
They already play great
games that are usable,
playable, and social.
For Serious Games to be
effective they need to be
great games.
I’ve worked on lots of games
where players make complex
decisions in real time.
I’ve worked on many UIs and
tutorials that engage, teach,
and train players quickly and
effectively.
I know a lot about Serious
Game players
I know a lot about teaching
complexity through game play
April 7, 2010Triangle Game Conference
I also know a lot about Game Improvement
One way to make your game better is to identify where
users experience pain and transfer that pain back onto
the shoulders of your development team.
Ideally this is an iterative process that involves testing
with users.
April 7, 2010Triangle Game Conference
Game Improvement Via Pain Transference
Embarrassment & Worry
[Image of participant/s
struggling]
Angst & Fear
[Image of collaborative
approach]
Step 1. Measure the pain by
studying your users.
Step 2: Discuss causes and
solutions.
April 7, 2010Triangle Game Conference
Game Improvement Via Pain Transference
Resentment
Step 3. Make fixes. Lots and
lots of fixes.
April 7, 2010Triangle Game Conference
Game Improvement Via Pain Transference
Resentment Relief / Euphoria
Step 3. Make fixes. Lots and
lots of fixes.
Step 4: Lather, rinse, repeat.
Validate fixes, find new issues.
April 7, 2010Triangle Game Conference
Testing with Users: Why Do It?
April 7, 2010Triangle Game Conference
Discovery
Trial
Conversion
Evangelism
Each link in the user experience chain represents a
potential falling off point in the virtuous cycle.
The way to assess user pain is through user testing.
User-Testing: Why NOT Do It?
There are lots of barriers to testing with users efficiently
and effectively...
Sometimes they’re legitimate reasons
Sometimes they’re excuses
April 7, 2010Triangle Game Conference
It costs too much…
We can’t afford dedicated facilities, fancy equipment
April 7, 2010Triangle Game Conference
It doesn’t integrate with our process
We can’t wait weeks for a long report on outdated code
We don’t have time to incorporate feedback
April 7, 2010Triangle Game Conference
It dilutes/distorts/corrupts our vision
We don’t design by focus group
April 7, 2010Triangle Game Conference
We already do it, thank you very much
We bring in friends and family when we can, have our
admins and HR folks play the game, run focus groups
April 7, 2010Triangle Game Conference
Testing with Users: Techniques from the field
Techniques I’ve used with great results
Techniques that address and overcome barriers
April 7, 2010Triangle Game Conference
Case #1: RITE Usability
PC Real Time Strategy
Developers were
working too fast for
reports to be relevant
I worried that I wasn’t
providing the best
suggestions
Doesn’t fit their process
May distort their vision
The Challenge The Barriers
April 7, 2010Triangle Game Conference
Case #1: RITE Usability
Created a remote dev studio within the usability lab
Discussed issues and implemented fixes in real time
April 7, 2010Triangle Game Conference
Case #1: RITE Usability
Pros:
Integrated very well with the team’s development process
Because we validated content and features as they went in, late
additions and changes to the game were made with confidence
Great results in terms of critical review and commercial success
Cons:
High $$$ cost (team travel)
High energy cost (team travel)
Some loss of efficiency (there’s no place like home)
April 7, 2010Triangle Game Conference
Case #2: Discount Extended Playtesting
Console RPG
Weeks to going gold
Unsure whether it was
too hard or too easy
Currently testing mostly
with existing fans
No dedicated facilities
Costs too much
Doesn’t fit our process
Already do it
The Challenge The Barriers
April 7, 2010Triangle Game Conference
Case #2: Discount Extended Playtesting
Used spare equipment
Recruited non-fanboys
Operated in real time
April 7, 2010Triangle Game Conference
Case #2: Discount Extended Playtesting
Pros:
We found several progress blocking issues – and fixed them
We validated core tutorials and progression with non-fan boys
The process took days (hours) not weeks
Called up on a Friday afternoon; we were done by Wed
Cons:
We didn’t get a very nuanced view of the user experience
This wasn’t a “polish” study; it was an “attrition reduction” study
We didn’t get a chance to validate our fixes
April 7, 2010Triangle Game Conference
Case #3: Raise the Acceptance Bar
Several small widget
development teams
Not enough time and
money to test them
Some projects were
highly confidential
(internal testing only)
Varying fidelity of mocks
Costs too much
Doesn’t fit our process
Distorts our vision
The Challenge The Barriers
April 7, 2010Triangle Game Conference
Case #3: Raise the Acceptance Bar
Weekly opportunistic tests with interns, low-fi mocks
Less “acceptance” testing and more “rejection” testing
April 7, 2010Triangle Game Conference
Case #3: Raise the Acceptance Bar
Pros:
Fit within existing process (weekly sprint based design reviews)
We caught LOTS of issues while at the pencil and paper stage
Cheap
Cons:
Our test users were still more savvy than the typical customer
You can only learn so much testing with non-interactive mocks
April 7, 2010Triangle Game Conference
Case #4: Improving Existing Processes
Peripheral-based game
Needs “broad appeal”
Publisher didn’t have
resources, so developer
was doing it themselves
Doesn’t fit our process
Distorts our vision
Already do it
The Challenge The Barriers
April 7, 2010Triangle Game Conference
Case #4: Improving Existing Processes
Offloaded user-testing work from devs/designers.
Created a makeshift lab using existing offices and tech
Different audiences to find convergence and divergence
April 7, 2010Triangle Game Conference
Case #4: Improving Existing Processes
Pros:
Able to have the team observe how players of all backgrounds
approached, failed, and succeeded at the game
Improved their process and results using a combination of their
own space and equipment (and some elbow grease)
Cons:
Still not entirely hands free (although it moved the load from
design and development to production and IT)
Some offices/studios can’t spare even two rooms
April 7, 2010Triangle Game Conference
Summary: Techniques > Barriers
Usability & Playability Techniques
Excuses
1. RITE
Usability
2. Discount
Extended
Playtest
3. Raise the
Acceptance
Bar
4. Improve
Existing
Process
Costs too
much
Doesn’t fit our
process
Distorts our
vision
We already do
some of it
April 7, 2010Triangle Game Conference
Testing with Users: General Principles
April 7, 2010Triangle Game Conference
Getting the most out of testing with users
User experience lead has some form of independence
backed by key stakeholders and project leaders
Collaboration yields group therapy, not group think
Think about and discuss fixes in real time as you
discover issues (because no one reads the full reports
or goes back and watches the videos)
Feed fixes back into the game as quickly as possible
Test again
Oh, yeah...
Keep your mouth closed and your eyes and ears open
Empathize with the users to come up with meaningful
stories that explain their (often) puzzling behavior
Make sure you address underlying user experience
issues, which are not always what users complain about
Give players what they need, not what they ask for
Implications for Serious Games
April 7, 2010Triangle Game Conference
Applying findings to Serious Games
Magnitude of errors: What is a “Sev 1 Issue”?
Loss of life
International incident
Higher drop out rate
Cost savings still apply
Reduce training time (people may even train on their own time)
Reduce CSS costs and overhead
Broaden your candidate pool cheaply
Harness the power of social and community
People already talk about stuff: Track it and surface it
Integrate into existing social and community work flows
April 7, 2010Triangle Game Conference
Questions & Answers
My Contact Info:
t: @jackalshorns
w: www.InitialExperience.com
Resources
IGDA – Games User Research SIG
LI Group: http://www.linkedin.com/groups?gid=1873014
IGDA Page: http://www.igda.org/user-research
SIG Resources: http://sites.google.com/site/gamesuserresearch/
Microsoft Game Studios User Research:
http://mgsuserresearch.com/default.htm
April 7, 2010Triangle Game Conference