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
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!
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
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
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
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
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
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?)
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. 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. 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.
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.