CRAFTING OUTSTANDING
GAME EXPERIENCES
THROUGH USER TESTING
Rene Rebane &
Marko Nemberg
2013
2013
Who are we?
Rene Rebane
• UX Architect
• Graphic designer
• Test moderator
• Gamer
Marko Nemberg
• Marketer
• Technol...
2013
Our experience
Interaction design
Accessibility
User testing
User research
Prototyping
System analysis
Design thinkin...
2013
Playtesting?
Never heard of it!
2013
Today’s topics
• What is playtesting?
• Why to test?
• Good time for testing
• How to test?
• What’s next?
2013
What is
playtesting?
2013
Game design is just hypothetical
until it’s actually been played by
your target audience; only then will
you know if ...
2013
Goal is a
fun game
Design is
hypothesis
Playtest is
experiment
Evaluate
results
2013
2013
Source: http://www.rockpapershotgun.com/2007/10/10/rps-verdict-portal/
2013
Why test?
2013
Why test?
• To make informed decisions
• Find out usability problems
• Players know what is best
• Understand how pla...
2013
Competing with any other
content out there
2013
Common misconceptions
• Playtests are not important
• The players don’t know what they want
• Bug testing is enough
•...
2013
Accessibility
2013
Colour blindness
• 285 million people are visually impaired
worldwide
• 39 million are blind and 246 have low vision
...
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Hearing loss
• 360 million people worldwide have disabling
hearing loss
• Players lose out on video games if informat...
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Reduced cognitive and
motor functions
• Over a billion people, about 15% of the world’s
population, have some form of...
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Good time for testing
2013
Beginning of the project End of the project
Possibility of changes
2013
Beginning of the project End of the project
Cost of changes
2013
Start playtesting as
soon as possible!
2013
Where to find people?
2013
Where to find people?
• Coffee shops
• Shopping centres
• Schools
• Elders’ centres
• Online application
2013
How many tests
to conduct?
2013
0
How many tests to conduct?
3 6 9 12 15
0%
50%
100%
75%
25%
2013
One test with eight users
First test with eight users Found five problems
2013
Two tests with three users
First test with
three users
Second test with
three users
Found nine
problems
2013
Testing example
2013
How to analyze?
2013
How to analyze?
• Write down what happened
• Why it is unexpected
• Why it is bad (longer process,
wrong element usag...
2013
Next steps
• What to keep
• What to change
• What to test more
• What to measure later
2013
What next?
2013
Biometrics and
Neurogaming
2013
Biometric test methods
• Biometric game controllers (PS4, Xbox One,
Eye Tribe)
• Galvanic skin response sensors
• Eye...
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Q & A
Thank you
www.trinidad.ee
Rene Rebane &
Marko Nemberg
2013
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Crafting outstanding game experiences through user testing by Rene Rebane & Marko Nemberg (Trinidad Consulting)

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Transcript of "Crafting outstanding game experiences through user testing by Rene Rebane & Marko Nemberg (Trinidad Consulting)"

  1. 1. CRAFTING OUTSTANDING GAME EXPERIENCES THROUGH USER TESTING Rene Rebane & Marko Nemberg 2013
  2. 2. 2013 Who are we? Rene Rebane • UX Architect • Graphic designer • Test moderator • Gamer Marko Nemberg • Marketer • Technology geek • Test moderator • Biometrics and neurogaming evangelist
  3. 3. 2013 Our experience Interaction design Accessibility User testing User research Prototyping System analysis Design thinking Start-ups Marketing Visual design
  4. 4. 2013 Playtesting? Never heard of it!
  5. 5. 2013 Today’s topics • What is playtesting? • Why to test? • Good time for testing • How to test? • What’s next?
  6. 6. 2013 What is playtesting?
  7. 7. 2013 Game design is just hypothetical until it’s actually been played by your target audience; only then will you know if your idea works. – Sid Meier, creator of Civilization seriesSource: http://www.edge-online.com/features/are-gamers-tiring-same-old-thing/
  8. 8. 2013 Goal is a fun game Design is hypothesis Playtest is experiment Evaluate results
  9. 9. 2013
  10. 10. 2013 Source: http://www.rockpapershotgun.com/2007/10/10/rps-verdict-portal/
  11. 11. 2013 Why test?
  12. 12. 2013 Why test? • To make informed decisions • Find out usability problems • Players know what is best • Understand how players think • Reduce risks and unwanted surprises
  13. 13. 2013 Competing with any other content out there
  14. 14. 2013 Common misconceptions • Playtests are not important • The players don’t know what they want • Bug testing is enough • Players will probably just ignore the problems • It is ok to have some usability and accessibility issues, players won’t notice anyway
  15. 15. 2013 Accessibility
  16. 16. 2013 Colour blindness • 285 million people are visually impaired worldwide • 39 million are blind and 246 have low vision • Up to 10% of men in the world are color blind • 1% of women • In some regions this percentage is even higher Source: 2012 WHO statistics
  17. 17. 2013 Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
  18. 18. 2013 Hearing loss • 360 million people worldwide have disabling hearing loss • Players lose out on video games if information about impending danger is coming only through sound effects or music • Never give players information using just one sense – audio or visual
  19. 19. 2013 Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
  20. 20. 2013 Reduced cognitive and motor functions • Over a billion people, about 15% of the world’s population, have some form of disability • Between 110 million and 190 million adults have significant difficulties in functioning • How can we include players who have limited cognitive or motor functions?
  21. 21. 2013 Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
  22. 22. 2013 Good time for testing
  23. 23. 2013 Beginning of the project End of the project Possibility of changes
  24. 24. 2013 Beginning of the project End of the project Cost of changes
  25. 25. 2013 Start playtesting as soon as possible!
  26. 26. 2013 Where to find people?
  27. 27. 2013 Where to find people? • Coffee shops • Shopping centres • Schools • Elders’ centres • Online application
  28. 28. 2013 How many tests to conduct?
  29. 29. 2013 0 How many tests to conduct? 3 6 9 12 15 0% 50% 100% 75% 25%
  30. 30. 2013 One test with eight users First test with eight users Found five problems
  31. 31. 2013 Two tests with three users First test with three users Second test with three users Found nine problems
  32. 32. 2013 Testing example
  33. 33. 2013 How to analyze?
  34. 34. 2013 How to analyze? • Write down what happened • Why it is unexpected • Why it is bad (longer process, wrong element usage) • Remember it is not statistics
  35. 35. 2013 Next steps • What to keep • What to change • What to test more • What to measure later
  36. 36. 2013 What next?
  37. 37. 2013 Biometrics and Neurogaming
  38. 38. 2013 Biometric test methods • Biometric game controllers (PS4, Xbox One, Eye Tribe) • Galvanic skin response sensors • Eye tracking • Electroencephalography (dry EEG)
  39. 39. 2013 Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
  40. 40. 2013 Q & A
  41. 41. Thank you www.trinidad.ee Rene Rebane & Marko Nemberg 2013
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