Serco Usability Research, Ben Weedon, The challenge of measuring game play experience - Presentation Transcript
Event Title: “Exploring the UX Dimensions of GameDesign” Date: 29th of August 2008 Speaker: Ben Weedon Company: Serco Games Research Topic: “The Challenge of measuring gameply Experience” www.use8.net www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
Event Description The Games industry has created a whole series of challenges for games developers and designers. Games narratives, structures and controls have got to a level of complexity that offers new ground for inventing and developing different methods of interacting with games. To be successful, in such a crowded and competitive industry, games developers must consider the context of experience. Unlike traditional software, where more traditional performance metrics can be applied, measuring experiential dimensions such as 'fun' and 'playability' becomes a daunting task. Games are a tremendously varied set of applications, defying a one-size-fits-all approach. Even a broad and relevant concept such as flow falls short of capturing all classes of game experience. 'Play' will go beyond simple usability issues exploring different dimensions of User Experience that make games enjoyable. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
August 2008 Ben Weedon Principal Consultant, Serco Games Research The challenge of measuring gameplay experience
Overview
Introduction
Who we are
What we do and how we do it
New areas
New techniques required
Suggestions
Your input welcomed!
W h o we are
The UK’s most experienced usability consultancy
Over 35 years experience
Backing of Serco Group
Valued for objectivity and independence
At the leading edge of user research
Advisors on standards and best practice
Coordinators of international research
Experts in multiple technologies and applications
iTV, mobile, web, PC apps, electronics
SGR is our specialist gaming group
Here’s what we do …
What we do
Primarily gameplay-based user research
Console (360, PS3, Wii)
PC gaming
The supplementary stuff that goes on around the games
Game categorisation
Online registration process for PS’s Central Station
The process of downloading game content onto PS3 and PSP
How we do it
(usually)
Lab-based sessions in our studios
Easy to record reactions
Easy to make observations
Developers, producers and publishers sit behind the one-way mirror and discuss
Replicates the living room experience well
So participants relax quickly
It’s not an office, it’s like where they actually play games
This works well with console and PC games
and portable games, to a certain extent
New(er) gaming areas
Casual, mobile, portable gaming
Growing all t he time
It’s not always a good idea to simply port across to these platforms
Does MonkeyBall really work on an iPhone?
Tris
Devel o pment on these devices has to consider extra factors, such as:
The game won’t always be used in the same place
On t he move; in public; differ e nt locations
Time available for a session might be short and sweet
It has to be quick to pick up, and quick to put down
The controls on a PS are different to a mobile phone
But these are all assumptions …
New(er) gaming areas
So how do we discover the real requirements of these types of games?
SGR is planning some independent research to find out what works in general for mobile, casual and portable gaming
Are there different requirements between the three?
These could be used in the early stages of development
How to provide user feedback on a mobile/casual title in development?
The research in our studios only tells us so much
The context of use is different
We have some suggestions, but we’d like your feedback and ideas too
User research techniques
Your input welcomed!
Based on research from a variety of other domains
A lot of work for mobile telecoms by SUS
Some work for government too
Adapted to work for gaming
T wo main motivating forces for development
Understanding how titles in development perform ‘in t he real world’ on mobile devices
Quick feedback to developers for quick iterations
So here are a couple of techniques that could be used …
User research techniques
Ethnographic, contextual research
More for understanding of general needs of users
Visiting casual gamers and following them about
Observing when and where they play games, or use other devices
Noting particular requirements and issues
Understanding their needs
These findings can inform the early stages of casual, mobile, portable game development
User research techniques Contextual research on videocalling continues... Trying to understand what people want from the service, and why (or why not) they might use it.
User research techniques
Diary studies, phone follow ups
For individual titles in development
But we’re not advocating using a piece of wood for playtesting …
User research techniques
Method of directly playtesting a product in development
Providing gamers with a slice of the game for a week (maximum)
Ideally to be played on their device in some form
Flash on a phone?
Are there issues of confidentiality leaks here?
Providing them with a simple diary, or asking for an email back each day
Where and when they play it
Reactions to the game
Usual user research areas
Clarity of instructions, understanding of objectives, controls, etc
Is it fun? Why? Why not?
Questions relating to context of use
How does it fit in their lifestyle?
Have they been able to play it as part of their normal day?
Can they quickly pick it up and put it down when the bus comes?
Have they had any issues playing it?
Phone follow ups (prods). Probing for ‘why?’
Summary
In mobile, casual, portable gaming:
We think there are methods that would work well to playtest individual products in development
Giving an idea of issues of context, which are an integral part of the game use
Feeding back quickly to developers for iteration
To locate key issues requires small numbers of users
We also think there are methods that can be used to discover general requirements
If there are any further comments on how to playtest mobile/portable games in situ, we’d be delighted to hear!
Contact
Ben Weedon
Principal Consultant
Serco Games Research
T: +44 (0)20 7421 6487
E: [email_address]
Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
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