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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 143<br />

Information on dem<strong>and</strong> <strong>and</strong> <strong>in</strong> time <strong>in</strong> system th<strong>in</strong>k<strong>in</strong>g from GAP was one that<br />

was found from Usability Test<strong>in</strong>g <strong>in</strong> the Shooter game, but not <strong>in</strong> the Heuristic<br />

Evaluation. When there were <strong>in</strong>structions offered <strong>in</strong> both text <strong>and</strong> audio, the evaluator<br />

observed players still missed this <strong>in</strong>formation. They were on to another area<br />

of the game. S<strong>in</strong>ce players missed the necessary <strong>in</strong>formation when it was presented,<br />

they then did not have the ability to repeat the <strong>in</strong>structions to learn what they had<br />

missed. As one player said, “the <strong>in</strong>structions need to be clearer <strong>and</strong> you should have<br />

the ability to repeat <strong>in</strong>structions. It just seems like they tell you the <strong>in</strong>structions once<br />

<strong>and</strong> if you miss it you are lost”. (Fig. 8.4) In addition, this <strong>in</strong>struction was teach<strong>in</strong>g<br />

a skill that would be required for later play <strong>in</strong> the game. In other words, system<br />

th<strong>in</strong>k<strong>in</strong>g meant what the player learned would have consequences to the player’s<br />

game tools later <strong>in</strong> the game. If there were repeatable <strong>and</strong> pauseable <strong>in</strong>structions,<br />

the player would then have the ability to receive the <strong>in</strong>struction when they needed<br />

it, rather than when it was offered. In addition, later on when the player may need<br />

the <strong>in</strong>struction aga<strong>in</strong>, they could locate this assistance. In this Shooter game, the<br />

objectives text actually disappeared after the <strong>in</strong>struction was given. It would be better<br />

for the text to stay on the screen until the players were successful <strong>and</strong> well onto<br />

the next area of the game. Hav<strong>in</strong>g this list accessible at all times, via a button lead<strong>in</strong>g<br />

to a table of contents help screen, for example, would allow the players access<br />

later <strong>in</strong> the game if they should forget the <strong>in</strong>struction. Alternatively or <strong>in</strong> addition,<br />

employ<strong>in</strong>g the basic GAP such as Demonstration, Practice, <strong>and</strong> S<strong>and</strong>box would help<br />

re<strong>in</strong>force this new skill for later use (System Th<strong>in</strong>k<strong>in</strong>g). This GAP was missed <strong>in</strong><br />

the Heuristic Evaluation, as it was likely the evaluator could not predict that the skill<br />

had not been taught <strong>and</strong> offered on dem<strong>and</strong> <strong>and</strong> <strong>in</strong> time. This is a good example of<br />

where the designers can make their best guess, Usability Test<strong>in</strong>g will validate this<br />

Fig. 8.4 GAP <strong>in</strong>formation on dem<strong>and</strong> <strong>and</strong> <strong>in</strong> time, system th<strong>in</strong>k<strong>in</strong>g <strong>in</strong> Shooter game

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