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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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8 <strong>User</strong> <strong>Experience</strong> Design for Inexperienced Gamers 141<br />

Fig. 8.2 GAP: Gee: S<strong>and</strong>box without consequence, lack of S<strong>and</strong>box <strong>in</strong> Shooter game<br />

The GAP Gee (Identify, Co-Design, Customization, Manipulation, Information<br />

On Dem<strong>and</strong> <strong>and</strong> <strong>in</strong> Time, S<strong>and</strong>box) was found <strong>in</strong> Heuristic Evaluation, but not with<br />

the Usability Test<strong>in</strong>g. Observ<strong>in</strong>g the users play<strong>in</strong>g the beg<strong>in</strong>n<strong>in</strong>g learn<strong>in</strong>g levels,<br />

it was identified that there was a need for the GAP Gee: S<strong>and</strong>box without consequence.<br />

In the Shooter game, players were taught how to use a comb<strong>in</strong>ation of<br />

buttons for attack<strong>in</strong>g their enemies. They were taught three new moves <strong>and</strong> then<br />

were required to use these attacks <strong>in</strong> game play. Due to the Heuristic Evaluation,<br />

players would need to practice any new moves successfully <strong>and</strong> would otherwise<br />

likely lose their characters’ lives. Many players would not have enough time to play<br />

<strong>and</strong> master the new skills without consequences, as per the approachability pr<strong>in</strong>ciple<br />

Gee: S<strong>and</strong>box without consequence. When the players have the time to practice,<br />

they can comb<strong>in</strong>e the new skills <strong>in</strong> an open play format without the risk of los<strong>in</strong>g.<br />

When they have learned these skills via the S<strong>and</strong>box, the players would cont<strong>in</strong>ue<br />

to first level with preparation, <strong>and</strong> thus be able to fairly defend themselves (see<br />

Fig. 8.2).<br />

The GAP Heuristic Evaluation assisted the evaluator to notice <strong>and</strong> design for the<br />

consequence of not hav<strong>in</strong>g enough practice via a S<strong>and</strong>box, thus add<strong>in</strong>g a S<strong>and</strong>box.<br />

8.4.1.2 GAP Found <strong>in</strong> Usability Test<strong>in</strong>g Not Found <strong>in</strong> GAP Heuristic<br />

Evaluation<br />

Usability Test<strong>in</strong>g found issues related to GAP Scaffold<strong>in</strong>g not found <strong>in</strong> the GAP<br />

Heuristic Evaluation. The GAP Scaffold<strong>in</strong>g was found to be miss<strong>in</strong>g when the<br />

player was supposed to cut some cha<strong>in</strong>s down from a fort <strong>in</strong> order to release a

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