9. Focus groups
User Interviews
Field Studies
Quan7ta7ve Research
Market Analysis
Informa7on Architecture
Wireframes
InteracCve Prototypes
FuncConal SpecificaCons
Usability Evalua7on
Heuris7c Evalua7on
User Tes7ng
A/B Tes7ng
Diary Studies
Focus Groups
CogniCve Walkthrough
User Scenarios
Card SorCng
User Journeys
Personas
User Centred Design
11. What do we test?
Menus and UI Usability
Controls understanding and ease of use
Understanding of the rules
Difficulty balance
Fun and Engagement
12. MulCplayer and full content tests
Eidos Studios, Montréal
Microsoft Studios, Redmond
Player Research, Brighton
Epic Games Studios, Cary
Player Research, Brighton
14. Metrics
Interest in the storyline (since we last asked)
6.0
6.5 6.3
2.5
4.0
3.5
7.0
6.0
3.0
3.5
5.0
2.6
6.0
Very disinterested
Very interested
Neither interested
nor disinterested
Realism of the storyline
3.9
7.0
3.8 4.0
5.1
3.0
4.3
6.0 6.3
6.8
4.0
4.6 4.9
Very unrealistic
Very realistic
Neither realistic
nor unrealistic
Credits - Strange Morning - Storyboard created by Angel Ly (http://angellydesigns.weebly.com/index.html)
19. User Interface
Generally, all UX and Usability best pracAces can be applied to UI
Nielsen’s HeurisAcs ✔
Learnability ✔
Memorability ✔
Efficiency ✔
Error PrevenAon ✔
SaAsfacAon ✔
UAlity ✔
21. Not parAcularly trying to reduce the number of steps for
players to reach their objecAve.
A high number of steps can parCcipate in making the
game challenging and saCsfying for the player
Save the princess
Efficiency/Error PrevenCon
Super Mario Bros. - Wii U
22. Fun rather than UClity
Credits - digital.guide (http://digital.guide/top-10-myths-video-games-debunked/20116/)
26. The Hunter: Will hunt and kill
“lone wolves” or players far from
the team —> Forces players to play
as a team
The Witch: Will aSack if players
gets too close or if she sees some
light —> Forces players to adopt a
stealth approach
The Boomer: If players shoot him,
they will be covered in a liquid that
will aSract a herd of zombies
towards the team —> Forces players
to think before they shoot
Learning/Teaching
Left4Dead
27. Calls to acCon
Players are guided through the use of collecCble objects
Super Mario Bros. - Wii U
28. Calls to acCon
The path is shown to players by Non Playable Characters (NPCs)
Assassin’s Creed 2
29. Life is Strange
Messaging
LiWle pink flowers were placed throughout the game to indicate the path
Assassin’s Creed 4: Black Flag