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BLOOD, SWEAT,
ANDTEARS
Driving “Good Enough” UX into your Games
Jason Schklar // Mar 8, 2017
VGMU! Chat – Capital Factory
Who Jason is:
UX Research
• Studied Judge & Jury Decision Making
• Worked atVarious Devs, Publishers
• Consults with various Devs, Publishers
on UX, Game Design, and Product
• UnifyingTheme: User Experience
Research & Direction
Initial Experience
Consulting
Jason Schklar
Consults!
UXDirection
What Jason does:
• Studies human behavior
• Identifies UX issues and recommends
prioritization and fixes
• Collaborates with teams to drive best
UX practices into development
• Mentors Game Designers, PMs, and
UX Designers (and Researchers)
• Provides UX Strategy advice to studio
leadership
Why Jason does it:
• Loves games
• Loves watching people play games
• Loves working with people who make
games
Agenda
• UX: My Holistic Approach
• Break & Board Game Exercise
• UX Process
• UX Culture
• UX Resources
WHAT IS UX?
My take…
UX is UI: Helps the Decision Maker: Easy to Consume, Clear CTA
LAUNCH UX
FTUE, Home Screen, Core Loop, LongTerm Retention
FTUE: Follow the Arrows + “Land of No!”, Minimal Intervention, Passive Intervention Only
Home Screen: Core Loop, Progression, Appointments, “What to do Next?” CTA
Teach & Reinforce Core Loop: Drive engagement with key systems (for fun & profit!)
Drive Interest & Motivation: Move Player “Around the Box”, LTR, Premium Currency Faucet
LIVE UX
Scalability, New Player Experience Curation
Live Home Screen: Scalability, Add One / Drop One Design, “Invested” Players vs. Newbs
Live Session UX: Easing New Players into Game
Live Progression: Content Curation for New Players
Launch Market
3 Months In…
6 Months In…
Live Progression: Content Curation for New Players
UX > UI
Core Game Play, Social Features, Performance,Tech Issues…
Core Game Play: Camera, Controls, in-game Feedback, HUD elements
Core Game Play: Camera, Controls, in-game Feedback, HUD elements
Social Features: Socializing in game, social sharing of gameplay, virality
SRSLY: EVERYTHING!
“But I’m not a designer or UX person…”
Tech Issues: Load times, Perf, Bugs
Multiplayer: Latency, Matchmaking
UX is… Everything!
• Flows of Core Loop (UI, IA, IxD)
• Core Game Play Mechanics & Feedback
• Onboarding, Balance & Progression
• LoadTimes & Stability
• Performance & Responsiveness
Core
Gameplay
&
Feedback
Onboarding
&
Progression
Perf &
Resp.
Load
Times &
Stability
UI
IA
IxD
10 MIN BREAK &
BOARD GAME EXERCISE
Designing for an audience that doesn’t read…
The Exercise
• Free Play. No Instructions.
• Debrief
Takeaways
Takeaways
• Board and pieces can help or hinder
learning of the game.
• Better UX means less boring reading.
• Test your game BEFORE you have
your tutorial built!
UX PROCESS
Great UX doesn’t “just happen…”
Game ImprovementVia PainTransference
• Identify users’ pain and transfer that
pain to your development team
• Ideally this is an iterative process that
involves testing with users
Embarrassment &WorryStep 1. Measure pain by studying users
Step 2: Discuss causes and potential solutions Angst & Fear
Resentment
Step 3. Make fixes. Lots and lots of fixes.
Motivation?
Step 4: Validate fixes, find new issues. Repeat.
TheVirtuous Cycle of Game UX
UX Research
• Doesn’t have to be 1:1 Usability
• Match research with product life cycle
• Internal & friends and family testing
• Analysis of community data
• Remote observational studies
• Playtesting with externals
• Beta testing
• Analytics
• What vs.Why
Keys to Success
• Stakeholders bought in and trust the process
• Iterate on working features as soon as possible
• Allocate time to collect dataAND fix & validate
• User-test earlier and more often
• Find a neutral, trusted expert to keep you honest
UX CULTURE
Strategy, Leadership, and “UX Champions”
UX is… $$$
• Drives KPI (Reach, Funnel,
Engagement, Retention,
Virality, Monetization)
• Builds trust in your brand as a
developer or publisher
• (psst… it’s also a UA force
multiplier)
UX Strategy
• Identify and empower
internal UX Champions
• Publisher deal? Ask for it!
• Retain outside expertise
• Independent feedback
• Mentor UI and UX team members
* Or help you redefine these rhythms if your UX problem IS your current development rhythm!
• You might already have one at your studio 
• Fall in love with the PROBLEM not the solution
• Are passionate about games
• How they’re made
• Platforms, Genres & Competitors
• Adapt toYOUR development rhythms*
Effective UX Champions
UX RESOURCES
Talks, Books, Professional Organizations
Game UX Resources
• GDCVault: Search for “UX”
• http://www.gdcvault.com/
• GDC: UX Summit
• http://www.gdconf.com/conference/ux.html
• IGDA Games User Research SIG
• http://gamesuserresearchsig.org/
• Your local game dev community!
• I’m happy to help!
• Email: jschklar@gmail.com
CLOSEYOUR EYES!
• UX resources for “actual UX professionals” ;)
Game UX Community
• Games UX Slack Channel
• http://bit.ly/2p1zicP
• Games UX FB Page
• https://www.facebook.com/groups/gameux/
• Austin Games UX FB Page
• https://www.facebook.com/groups/AustinGUX/
• IGDA Games User Research Discord
• https://discord.gg/VRPn3xM
• Contact me 
• Email: jschklar@gmail.com
TAKEAWAYS
• UX is… Everything!
• Great UX is a result of UX Process
• Identify and grow your UXChampions
• Check out some great Game UX Resources
QUESTIONS?
e: jschklar@gmail.com
Or find me in the Games UX Slack or FB channels

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UX is Everything: Drive "Good Enough" UX into your Games.

  • 1. BLOOD, SWEAT, ANDTEARS Driving “Good Enough” UX into your Games Jason Schklar // Mar 8, 2017 VGMU! Chat – Capital Factory
  • 2. Who Jason is: UX Research • Studied Judge & Jury Decision Making • Worked atVarious Devs, Publishers • Consults with various Devs, Publishers on UX, Game Design, and Product • UnifyingTheme: User Experience Research & Direction Initial Experience Consulting Jason Schklar Consults! UXDirection
  • 3. What Jason does: • Studies human behavior • Identifies UX issues and recommends prioritization and fixes • Collaborates with teams to drive best UX practices into development • Mentors Game Designers, PMs, and UX Designers (and Researchers) • Provides UX Strategy advice to studio leadership
  • 4. Why Jason does it: • Loves games • Loves watching people play games • Loves working with people who make games
  • 5. Agenda • UX: My Holistic Approach • Break & Board Game Exercise • UX Process • UX Culture • UX Resources
  • 6. WHAT IS UX? My take…
  • 7. UX is UI: Helps the Decision Maker: Easy to Consume, Clear CTA
  • 8. LAUNCH UX FTUE, Home Screen, Core Loop, LongTerm Retention
  • 9. FTUE: Follow the Arrows + “Land of No!”, Minimal Intervention, Passive Intervention Only
  • 10. Home Screen: Core Loop, Progression, Appointments, “What to do Next?” CTA
  • 11. Teach & Reinforce Core Loop: Drive engagement with key systems (for fun & profit!)
  • 12. Drive Interest & Motivation: Move Player “Around the Box”, LTR, Premium Currency Faucet
  • 13. LIVE UX Scalability, New Player Experience Curation
  • 14. Live Home Screen: Scalability, Add One / Drop One Design, “Invested” Players vs. Newbs
  • 15. Live Session UX: Easing New Players into Game
  • 16. Live Progression: Content Curation for New Players
  • 17. Launch Market 3 Months In… 6 Months In… Live Progression: Content Curation for New Players
  • 18. UX > UI Core Game Play, Social Features, Performance,Tech Issues…
  • 19. Core Game Play: Camera, Controls, in-game Feedback, HUD elements
  • 20. Core Game Play: Camera, Controls, in-game Feedback, HUD elements
  • 21. Social Features: Socializing in game, social sharing of gameplay, virality
  • 22. SRSLY: EVERYTHING! “But I’m not a designer or UX person…”
  • 23. Tech Issues: Load times, Perf, Bugs
  • 25. UX is… Everything! • Flows of Core Loop (UI, IA, IxD) • Core Game Play Mechanics & Feedback • Onboarding, Balance & Progression • LoadTimes & Stability • Performance & Responsiveness Core Gameplay & Feedback Onboarding & Progression Perf & Resp. Load Times & Stability UI IA IxD
  • 26. 10 MIN BREAK & BOARD GAME EXERCISE Designing for an audience that doesn’t read…
  • 27. The Exercise • Free Play. No Instructions. • Debrief
  • 29. Takeaways • Board and pieces can help or hinder learning of the game. • Better UX means less boring reading. • Test your game BEFORE you have your tutorial built!
  • 30. UX PROCESS Great UX doesn’t “just happen…”
  • 31. Game ImprovementVia PainTransference • Identify users’ pain and transfer that pain to your development team • Ideally this is an iterative process that involves testing with users
  • 32. Embarrassment &WorryStep 1. Measure pain by studying users
  • 33. Step 2: Discuss causes and potential solutions Angst & Fear
  • 34. Resentment Step 3. Make fixes. Lots and lots of fixes. Motivation?
  • 35. Step 4: Validate fixes, find new issues. Repeat.
  • 37. UX Research • Doesn’t have to be 1:1 Usability • Match research with product life cycle • Internal & friends and family testing • Analysis of community data • Remote observational studies • Playtesting with externals • Beta testing • Analytics • What vs.Why
  • 38. Keys to Success • Stakeholders bought in and trust the process • Iterate on working features as soon as possible • Allocate time to collect dataAND fix & validate • User-test earlier and more often • Find a neutral, trusted expert to keep you honest
  • 39. UX CULTURE Strategy, Leadership, and “UX Champions”
  • 40. UX is… $$$ • Drives KPI (Reach, Funnel, Engagement, Retention, Virality, Monetization) • Builds trust in your brand as a developer or publisher • (psst… it’s also a UA force multiplier)
  • 41. UX Strategy • Identify and empower internal UX Champions • Publisher deal? Ask for it! • Retain outside expertise • Independent feedback • Mentor UI and UX team members
  • 42. * Or help you redefine these rhythms if your UX problem IS your current development rhythm! • You might already have one at your studio  • Fall in love with the PROBLEM not the solution • Are passionate about games • How they’re made • Platforms, Genres & Competitors • Adapt toYOUR development rhythms* Effective UX Champions
  • 43. UX RESOURCES Talks, Books, Professional Organizations
  • 44. Game UX Resources • GDCVault: Search for “UX” • http://www.gdcvault.com/ • GDC: UX Summit • http://www.gdconf.com/conference/ux.html • IGDA Games User Research SIG • http://gamesuserresearchsig.org/ • Your local game dev community! • I’m happy to help! • Email: jschklar@gmail.com
  • 45. CLOSEYOUR EYES! • UX resources for “actual UX professionals” ;)
  • 46. Game UX Community • Games UX Slack Channel • http://bit.ly/2p1zicP • Games UX FB Page • https://www.facebook.com/groups/gameux/ • Austin Games UX FB Page • https://www.facebook.com/groups/AustinGUX/ • IGDA Games User Research Discord • https://discord.gg/VRPn3xM • Contact me  • Email: jschklar@gmail.com
  • 47. TAKEAWAYS • UX is… Everything! • Great UX is a result of UX Process • Identify and grow your UXChampions • Check out some great Game UX Resources
  • 48. QUESTIONS? e: jschklar@gmail.com Or find me in the Games UX Slack or FB channels

Notas del editor

  1. These are the feelings of pain you get at each stage Embarrassment & Worry (how did I fail this poor user? how will we fix it given our schedule? Angst & Fear (will our potential solutions even solve the problem? will it cause new problems?)
  2. These are the feelings of pain you get at each stage Embarrassment & Worry (how did I fail this poor user? how will we fix it given our schedule? Angst & Fear (will our potential solutions even solve the problem? will it cause new problems?)
  3. 3. This is part of an actual task list from a developer that I’ve worked with for a long time. It was generated after a day in the usability lab observing participants. They called it the the Wall of Pain and it’s what crystallized my thinking about testing with users as a way to transfer pain from user to developer. The goal here was to get as many fixes as possible back into the game before testing with users again. 2 days later.
  4. 4. The nice thing is that when you make fixes in time for the next user testing study, you get a chance to pat yourself on the back for a job well done. This often yields a nice rush and can be somewhat addictive to developers.
  5. 4. The nice thing is that when you make fixes in time for the next user testing study, you get a chance to pat yourself on the back for a job well done. This often yields a nice rush and can be somewhat addictive to developers.