User Experience Methods
               and Games 
                        Lessons Learned


Remigius Fierley, Director Use...
More demand for external UX 
research and tes@ng of games
a growing market
      Es#mated global retail sales, online revenue, digital distribu#on and relevant ad sales in billion
...
new concepts

               hQp://www.flickr.com/photos/brandonshigeta/4835770799/
differen@a@on of gamer popula@on
So what?

Why should we care?
More demand for external UX 
research and tes@ng of games
 To which extent can our established 
      UX methods be applie...
different criteria?
                     hQp://www.flickr.com/photos/cybjorg/275083906/
different criteria?




Usability & User Experience     Playability & Game Experience
• task/goal‐oriented            •   a...
our experience

„industry insights“
test sedng
data acquisi@on
free interac@on & thinking aloud
standardised ques@onnaires
itera@on


analyse & define               build prototype




                   evaluate
learnings
•   test sedng maQers
•   data aquisi@on challenging
•   free interac@on crucial
•   thinking aloud only par@all...
No fundamentally new approach 
to research and tes@ng required.
   Nevertheless, we have to adapt and 
          expand ou...
new tools
            hQp://www.flickr.com/photos/drbakker/4540124047/
discussion
• How to deal with insufficient mo@va@on of test 
  par@cipants?

• How can all relevant player experience criter...
hQp://www.flickr.com/photos/myklroven@ne/3210068573
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UX Methods and Games: Lessons Learned

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A short presentation on lessons learned applying traditional UX methods to games.

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UX Methods and Games: Lessons Learned

  1. 1. User Experience Methods and Games  Lessons Learned Remigius Fierley, Director User Experience, SirValUse Consul@ng GmbH, Germany Stephan Engl, Informa@on Science, University of Regensburg, Germany
  2. 2. More demand for external UX  research and tes@ng of games
  3. 3. a growing market Es#mated global retail sales, online revenue, digital distribu#on and relevant ad sales in billion 100 91 75 50 54 25 25 0 2004 2008 2015
  4. 4. new concepts hQp://www.flickr.com/photos/brandonshigeta/4835770799/
  5. 5. differen@a@on of gamer popula@on
  6. 6. So what? Why should we care?
  7. 7. More demand for external UX  research and tes@ng of games To which extent can our established  UX methods be applied?
  8. 8. different criteria? hQp://www.flickr.com/photos/cybjorg/275083906/
  9. 9. different criteria? Usability & User Experience Playability & Game Experience • task/goal‐oriented • ac@vity‐oriented • effec@ve, efficient, sa@sfying • immersion, challenge, flow, story‐ • non‐instrumental quali@es telling, aesthe@cs, mo@va@on • ease of use
  10. 10. our experience „industry insights“
  11. 11. test sedng
  12. 12. data acquisi@on
  13. 13. free interac@on & thinking aloud
  14. 14. standardised ques@onnaires
  15. 15. itera@on analyse & define build prototype evaluate
  16. 16. learnings • test sedng maQers • data aquisi@on challenging • free interac@on crucial • thinking aloud only par@ally suitable • ques@onnaires s@ll handcrafed • itera@on mandatory • …
  17. 17. No fundamentally new approach  to research and tes@ng required. Nevertheless, we have to adapt and  expand our toolkit.
  18. 18. new tools hQp://www.flickr.com/photos/drbakker/4540124047/
  19. 19. discussion • How to deal with insufficient mo@va@on of test  par@cipants? • How can all relevant player experience criteria  be adequatly covered during recrui@ng? • Which methodology is ideally suited for  conduc@ng longitudinal studies? 
  20. 20. hQp://www.flickr.com/photos/myklroven@ne/3210068573

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