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Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

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5 The Life <strong>and</strong> Tools of a <strong>Games</strong> Designer 83<br />

the desired emotional impact. The more people they see experienc<strong>in</strong>g the product,<br />

the better underst<strong>and</strong><strong>in</strong>g they have of the way their design impacts experience. The<br />

power of user test<strong>in</strong>g is <strong>in</strong> this key aspect. See<strong>in</strong>g is believ<strong>in</strong>g, <strong>and</strong> allow<strong>in</strong>g designers<br />

<strong>and</strong> other team members to see players <strong>in</strong>teract<strong>in</strong>g with their product is extremely<br />

powerful. They do not have to bl<strong>in</strong>dly trust the user evaluation experts, they can see<br />

for themselves.<br />

One of the issues that does arise when receiv<strong>in</strong>g results from user evaluations<br />

is the fact that it is extremely rare for feedback to come <strong>in</strong> that the designers have<br />

not anticipated themselves. This may <strong>in</strong> part be due to the broadness of the results<br />

that are received from small-scale user evaluations. This does lead us to question<br />

whether more detailed large-scale evaluations may be better able to f<strong>in</strong>d specific<br />

usability flaws.<br />

Microsoft has constructed a tool for user evaluation that comb<strong>in</strong>es the ideas of<br />

user test<strong>in</strong>g <strong>and</strong> automated data collection. Each event time stamped <strong>and</strong> wrapped<br />

with data about what context the user was <strong>in</strong>. On top of this survey, data collected<br />

at specified po<strong>in</strong>ts allow the <strong>in</strong>clusion of the users’ rat<strong>in</strong>g of their experience.<br />

Comb<strong>in</strong>ed with a strong visualization tool that can represent the data real time on a<br />

map of the game world (Kim et al. 2008), you have an extremely powerful tool.<br />

The examples given when discuss<strong>in</strong>g the strengths of user evaluations <strong>and</strong> the<br />

tools that Microsoft have developed are very specific. For example, Kim et al. (2008)<br />

talk about the number of deaths for each level of a game <strong>and</strong> notice one level had<br />

a particularly high number of deaths. When drill<strong>in</strong>g <strong>in</strong>to the data, they found where<br />

<strong>in</strong> the level the majority of deaths were tak<strong>in</strong>g place. Drill<strong>in</strong>g further, they could<br />

f<strong>in</strong>d the way players were dy<strong>in</strong>g <strong>and</strong> the exact weapons <strong>and</strong> characters that did the<br />

kill<strong>in</strong>g. F<strong>in</strong>ally, this data is l<strong>in</strong>ked to <strong>in</strong>-game video footage of the player’s character<br />

when they died. This is powerful <strong>in</strong>formation, allow<strong>in</strong>g designers to p<strong>in</strong>po<strong>in</strong>t areas<br />

of game play caus<strong>in</strong>g issues. However, these elements seem like tweaks perfect<strong>in</strong>g<br />

an already strong experience.<br />

Difficulty test<strong>in</strong>g is another dist<strong>in</strong>ct aspect of game development. The difficulty<br />

is someth<strong>in</strong>g that is carefully tweaked throughout the game. As the players become<br />

more skilled, they require more challenge but not too much. The evaluation of the<br />

difficulty gradient is someth<strong>in</strong>g that QA does assess. However, their primary focus<br />

is software bugs. Also, QA quickly become expert users. Therefore, the value of<br />

watch<strong>in</strong>g new users experience the game for the first time is <strong>in</strong>credibly useful to the<br />

evaluation of user experience.<br />

5.3.4 Post Launch<br />

After potential years of work, the game is f<strong>in</strong>ally released to the public. The press<br />

has reviewed it <strong>and</strong> consumers are buy<strong>in</strong>g <strong>and</strong> play<strong>in</strong>g it. This is the po<strong>in</strong>t where<br />

designers learn whether the experience they have created gets players’ attention. It is<br />

also one of the first moments that designers really have time to distance themselves<br />

from work <strong>and</strong> evaluate what they have created.

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