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CoMo Game Dev - usability and user experience methods

This month we'll be hearing from Dr. Isa Jahnke, Director of the User Experience and Learning Design Lab at the University of Missouri. She will be discussing usability, user experience, and how to get the most out of focus groups and testing nights for the CoMO game development community.

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CoMo Game Dev - usability and user experience methods

  1. 1. S C H O O L O F I N F O R M AT I O N S C I E N C E A N D L E A R N I N G T E C H N O LO G I E S INFORMATION EXPERIENCE LABORATORY University of Missouri Dr. Isa Jahnke Director of the IELab and Associate Professor of Learning Technologies Web
  2. 2. WHAT IS THE IE LAB? Founded in 2003 • The Information Experience Laboratory, IE Lab – is a usability and user experience lab … • … with the mission to improve learning technologies, information and communication systems. The IE Lab conducts research and evaluates digital technology for clients in diverse fields, for example, journalism, healthcare, medicine, computer science and education, and more. Our collaborators and clients are from School of Journalism, College of Engineering, MU Extension, College of Business, Medical School and so forth
  3. 3. WHAT IS USABILITY? Usability measures the quality of a User’s eXperience (UX) when interacting with a product or system—e.g., a web site, a software application, mobile technology, and digital games. In general, usability refers to how well users can use a product to achieve their goals and how satisfied they are with that process/workflow. • Ease of use • Satisfaction • Efficiency of use • Error frequency and severity Image Source:
  4. 4. WHY IS USABILITY IMPORTANT? (1) BENEFITS Business view • Provides early evidence of success (allows you to confirm the validity of design early the development process) • Improves risk management (lets you test and choose on the design to proceed with) • Cheaper (decreases cost of development) • Faster (shortens development timeline) • Increases sales (better products design and effectiveness)
  5. 5. Design/Research view • More accurate designs (a more accurate picture of user needs) • Proof that your design or prototype works (validation of designs, proof of concepts) • Accurate picture of workflow (know how users work before coding) • Reduced task time (improved user performance) • Higher satisfaction (users will be able to find what they need faster) • Higher motivation (users will be motivated to use and return to your website) WHY IS USABILITY IMPORTANT? (2) BENEFITS
  7. 7. METHODS Task Analysis Think Aloud SUS – System Usability Score Focus Groups Card Sort Walkthroughs Comparative Evaluation Nielsen’s 10 heuristics Persona Data/Web or Learning analytics
  8. 8. Task Performance / User testing Identifies main goals of the system and models tasks based on these goals, then users conduct the tasks Think Aloud Users are asked to give a running commentary on their thoughts as they perform tasks. Game Performance
  9. 9. Image Source: : Focus Groups Six to eight representative users are interviewed as a group to provide input on system content, design, or usability. SUS System Usability Scale: survey tool, data collection instrument for user’s subjective rating of a product’s usability; range of 0- 100%
  10. 10. Card Sort Categorize system content, user input on how the site should be designed. Cognitive Walkthrough Hypothetical scenario helps to reveal problems not readily discovered on the surface. Image Source:
  11. 11. Comparative Evaluation Systems more or less equivalent to the system under review are identified. Heuristic Evaluation with Nielsen’s 10 Heuristics The system is evaluated by three or four experts using a standard list of usability heuristics.
  12. 12. Persona Profiles of representative users and their potential tasks in the system Data Analytics Monitors and analyzes your web site traffic.
  13. 13. TOOLS Morae (Mobile) Eyetracking Qualtrics Survey Tool Prototyping Tools Zoom (for remote testing)
  14. 14. The Information Experience Lab has the ability to conduct in- person and remote usability testing
  15. 15. New trends in usability and user experience work: • Methods for evaluating the user’s experience in immersive VR/AR/XR and 360 degree videos • Pedagogical usability check lists • Sociotechnical heuristics
  16. 16. Thank you