Zukunftsmarkt Zocken

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A talk on Player & Game Experience Testing during the
USYS Nutzenforschung Academy in Hamburg, Germany on Nov 20, 2009.

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Zukunftsmarkt Zocken

  1. 1. Zukunftsmarkt Zocken Playability & Game Experience Testing mail@stephanengl.com | twitter: @stengl
  2. 2. 3 Themen 20 Minuten
  3. 3. 13%
  4. 4. gutes Spiel = gute Verkaufszahlen = $$$
  5. 5. Usability & User Experience
  6. 6. specified specified user goals usability efficiency satisfaction effectiveness
  7. 7. look usability feel user experience
  8. 8. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
  9. 9. http://www.adaptivepath.com/ideas/essays/archives/000242.php
  10. 10. und games?
  11. 11. Game Designer vs Usability Guy
  12. 12. Schwierigkeit Usability Guy Fähigkeit / Zeit
  13. 13. Klicken Sie auf diesen Knopf, um die Prinzessin zu retten und den Endboss zu besiegen.
  14. 14. ng er eru ign rd es fo D b er e am Ü G “ Schwierigkeit low „ F e ile g ew an Usability Guy L Fähigkeit / Zeit
  15. 15. Usability & User Experience
  16. 16. Playability & Game Experience
  17. 17. Context Design Game Player Game Playability Experience
  18. 18. Playability Testing
  19. 19. • Unit Testing • Load und Stress Testing • Kompatibilitäs & Lokalisations Testing • Bug Tracking & Alpha/Beta Testing • Gameplay Metriken • Heuristiken
  20. 20. Game Experience Testing
  21. 21. Game Experience Questionaire
  22. 22. • Immersion GEQ • Tension • Competence • Flow + • Negative Affect PG SP • Challenge • Positive Affect
  23. 23. Context Design Game Player Game Playability Experience
  24. 24. mobile gaming experience?
  25. 25. wrap up
  26. 26. 1. Testing Toolset erweitern
  27. 27. 2. Erprobte Methoden anpassen
  28. 28. 3. Den Kontext beachten
  29. 29. 4. Einen Methodenmix verwenden
  30. 30. ???? mail@stephanengl.com twitter: @stengl
  31. 31. photos from flicker, courtesy of gamerscoreblog Phu Son, Mykl Roventine, udono, Carol Mitchell, Wolfbeta statistics from http://www.bitkom.org/de/publikationen/ 38338_60729.aspx Miss Universe picture: http://www.abc.net.au/reslib/200505/ r48586_128144.jpg FUGA material by Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., van den Hoogen, W. M., Poels, K., IJsselsteijn, W. A., and de Kort, Y. A. W. (2009). Playability and player experience research. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. DiGRA. Download from http://www.digra.org/dl/db/09287.44170.pdf special thanks to Lennar Nacke from www.acagamic.com for allowing me to use some screenshots and data from his thesis

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