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@agatestudio
Research
(Games User)
Valen
Legion
Agate Studio
Games User Research
by : Valentinus RK
Definition
• Research that explore how the user functions
when dealing with the game
• It is NOT about testing the user
Why
• To validate, is the games actually fun?
• Easy to use
• Challenging
• Engaging experience
• etc
What is Fun
How To Measure Fun?
• Ask the users
• Basic Principles
• Use Some Methods
How Do We Ask?
Basic Principles
• Get the Right Players
• The game is being tested, NOT the user
• What do you want to know
• Test early and test often
• Listen to and act on problems, but not
necessarily the solutions
• Games user research is just another source of
data
Methods
• Focus Group
• Heuristic Evaluation
• Questionnaires & Surveys
• Interviews
• Observational Studies
• Think Out Loud Protocol
• Gameplay Metrics
• Biometrics
Focus Group
• Description
– Get a bunch of people to play your game then put
them in a room to talk about it.
• Pros
– More people can mean
more feedback
– Gets everyone together
in one place
– Allows for follow up
questions
– Can be useful when
discussing concepts
• Cons
– A good facilitator is required
– Strong voices may take over
and reduce feedback overall
– Too many solutions, not
enough issues
– What people say is not
always (or even often) what
they do
Heuristic Evaluation
• Description
– Where you get an expert(s) to play your game
and then they evaluate it on a set of criteria
(heuristics)
Sample of Heuristic List
• Are clear goals provided?
• Are the player rewards meaningful?
• Does the player feel in control?
• Is the game balanced?
• Is the first playthrough and first impression good?
• etc
Heuristic Evaluation
• Pros
– Smaller number of
people needed
– Relatively fast turn
around
– Experts are expert
• Cons
– Where do you find
experts?
– Did you find the right
one?
– Experts can be too
expert
Interviews
• Description
– Make a session with one person face to face and
asking some questions
• Pros
– Rich data source for
subjective impressions
– Can ask follow up
questions
• Cons
– Not easy to quantify
– Time consuming
– Not objective
Tips to Use Interviews
• The Setup
– It should be comfortable and as few distractions as
possible
– Only interview one or two
– Make an interview script
– Prepare the recording
• During the Interview
– Start with easy stuffs
– Give feedback like “mm-hmm”
– Try to be as neutral as possible
• After the Interview
– Make a transcript
Questionnaires & Surveys
• Description
– A set of printed or written questions with a choice
of answers.
• Pros
– Consistent
– Quantifiable
– Relatively quick to
administer
– Can be used on a large
scale
• Cons
– Can lack follow up
– Not objective
– Really at their best with
large sample sizes
– It can take a while to put
together a good
questionnaire
Tips to Use Questionnaires
• Work out what you want to know
• Design the content
– Start with easy stuffs
– Use clear language, everyday language, avoid
jargon
– Questions or statements?
• Put it Together
• Test it
Games User Research by Valen

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Games User Research by Valen

  • 2. Games User Research by : Valentinus RK
  • 3. Definition • Research that explore how the user functions when dealing with the game • It is NOT about testing the user
  • 4. Why • To validate, is the games actually fun? • Easy to use • Challenging • Engaging experience • etc What is Fun
  • 5. How To Measure Fun? • Ask the users • Basic Principles • Use Some Methods How Do We Ask?
  • 6. Basic Principles • Get the Right Players • The game is being tested, NOT the user • What do you want to know • Test early and test often • Listen to and act on problems, but not necessarily the solutions • Games user research is just another source of data
  • 7. Methods • Focus Group • Heuristic Evaluation • Questionnaires & Surveys • Interviews • Observational Studies • Think Out Loud Protocol • Gameplay Metrics • Biometrics
  • 8. Focus Group • Description – Get a bunch of people to play your game then put them in a room to talk about it. • Pros – More people can mean more feedback – Gets everyone together in one place – Allows for follow up questions – Can be useful when discussing concepts • Cons – A good facilitator is required – Strong voices may take over and reduce feedback overall – Too many solutions, not enough issues – What people say is not always (or even often) what they do
  • 9. Heuristic Evaluation • Description – Where you get an expert(s) to play your game and then they evaluate it on a set of criteria (heuristics) Sample of Heuristic List • Are clear goals provided? • Are the player rewards meaningful? • Does the player feel in control? • Is the game balanced? • Is the first playthrough and first impression good? • etc
  • 10. Heuristic Evaluation • Pros – Smaller number of people needed – Relatively fast turn around – Experts are expert • Cons – Where do you find experts? – Did you find the right one? – Experts can be too expert
  • 11. Interviews • Description – Make a session with one person face to face and asking some questions • Pros – Rich data source for subjective impressions – Can ask follow up questions • Cons – Not easy to quantify – Time consuming – Not objective
  • 12. Tips to Use Interviews • The Setup – It should be comfortable and as few distractions as possible – Only interview one or two – Make an interview script – Prepare the recording • During the Interview – Start with easy stuffs – Give feedback like “mm-hmm” – Try to be as neutral as possible • After the Interview – Make a transcript
  • 13. Questionnaires & Surveys • Description – A set of printed or written questions with a choice of answers. • Pros – Consistent – Quantifiable – Relatively quick to administer – Can be used on a large scale • Cons – Can lack follow up – Not objective – Really at their best with large sample sizes – It can take a while to put together a good questionnaire
  • 14. Tips to Use Questionnaires • Work out what you want to know • Design the content – Start with easy stuffs – Use clear language, everyday language, avoid jargon – Questions or statements? • Put it Together • Test it