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Rad soldiers usability review

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Rad soldiers usability review

  1. 1. Turn based strategy game for mobile and tablet Usability review
  2. 2. Cornelia Laros – Usability review Commander, what is at stake today ?
  3. 3. Stakes • “Turn-based combat means there’s no rush, allowing you to ponder your next move at your leisure, and giving you ample time to unleash your inner tactical genius” said Game Director Richard Jolly, CCO of WarChest • “WarChest aims to demonstrate a profound commitment to customer service and attract a huge, loyal, and highly engaged fan base.” • Accessibility support from « SpecialEffect » Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  4. 4. Stakes • Porting tactile game to desktop • Free to play implies conversion o Convert players into engaged fans o Convert users into buyers • Experience : reveal each player’s inner genius • Accessibility Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  5. 5. Results of usability review Number of issues found by severity rating • 6 low • 14 medium • 3 serious • 0 critical Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  6. 6. What works great • Optimized for mobile / On the go play o Session length o Touch interaction / target sizes o Varied feedback channels • Error prevention / management • Learning curve, immediate play • Game optimized for accessibility Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  7. 7. Serious issues • Energy consumption for movements is displayed out of the viewport • Tutorial doesn’t explain all basics of core features (camera controls and energy cost) • Sign-up call-to-action can be optimized Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  8. 8. Cornelia Laros – Usability review Commander, our Energy consumption for movement is displayed out of the viewport
  9. 9. N°1 : Movement cost is not visible • Path target energy consumption displayed out of the viewport area some fall out of the viewport (movement cost) • The player may not even notice he is missing information at first, because he may not know how to use the camera immediately Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS  10
  10. 10. Why is this important Reveal the player’s « inner genius strategist » • It’s a core gameplay mechanic • Trial and error (undo feature) isn’t rewarding genius in a strategy game • Anticipation makes the player feel in control of their actions and choices Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  11. 11. Place the information inside the viewport  10  10  10  10 Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  12. 12. Zoom out more, teach camera controls Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS In the current tutorial, camera controls aren’t explained, and they are deactivated. Teaching the user how to use them will help them overcome this on their own faster
  13. 13. Cornelia Laros – Usability review Commander, our rookies lack some training about camera controls and strategic information Let’s peek inside the player’s head...
  14. 14. Cornelia Laros – Usability review -Drag and drop doesn’t move the camera in the tutorials, it’s automatic, the player hopes automatic movements will be as efficient in the game as in the tutorial… N°2 Tutorials are incomplete
  15. 15. Cornelia Laros – Usability review - The icons in the dialog can be considered as titles and the player may not make the link with the in game feature, if he sees them at all - Players already learnt they need to click twice to move a character, and are likely to double click before seeing the cover indication when they are asked to “move”
  16. 16. During the first real game session… Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS Where is the ennemy ? How can I move further than what I see ? Will I still be able to shoot when I get in range ? How do I know if this is a good cover ? Can I move the camera around ? I wish I could zoom out What does this shield mean ? Probably cover, but can I still shoot then? …
  17. 17. Tutorials are incomplete : overview • Camera controls • Energy cost, damage estimation before moving • Links between in game content and tutorial explanation are unclear Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  18. 18. Include missing elements in the tutorial Add a couple of steps to the existing tutorial  learn to move (click once) + cost of a movement is displayed above the target once selected  confirm movement (click again)  actions cost energy, here is remaining energy + select your character and read energy cost & damage before attack  attack (click once)  read enemy remaining health  end turn (click twice)  enemy is in cover (still shoot, does less damage)  return fire (enemy shoots back)... Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS Content of current tutorial in black Suggestions in blue
  19. 19. Include missing elements in the tutorial + zoom out to view your target movement (instead of automatic camera focus)  move closer to the enemy  select special ability + move camera towards enemy (instead of automatic camera focus)  click this square to throw the grenade + look at this shield when you select the target area  take cover  you can't shoot through the fountain + read damage and energy cost above the target  undo actions (to try out different moves) + read damage above the target (its higher)  shoot again Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS Content of current tutorial in black Suggestions in blue
  20. 20. Emphasize elements the players should look at  Call to action : hand icon • Call to attention : o Take two steps in the tutorial, to prevent the player from double clicking and missing the information o Arrow pointing at what should be looked at (it is there most of the time, but not always) Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  21. 21. Other suggestions • Leave the camera controls active during the tutorial, without explaining them. These are generally known gestures on mobile devices. That’s not true when the player is expected to combine actions like ctrl + drag • Add pop up information on the first game after the tutorial to explain camera controls can help without needing to edit the whole tutorial • For pc gamers / on chrome, add rollover information (tooltips) to help users understand features that weren’t explained yet or that the player may have forgotten about (for example, add tooltips on shields, on team icons, on buttons in the menus, on team set up before a match, on quick game to clarify the action it will trigger)… Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  22. 22. Cornelia Laros – Usability review Commander, we could optimize our sign up procedure
  23. 23. N°3 : Account creation dialog is intrusive • Account creation form is shown repeatedly while the player is trying to perform other actions • Makes it more difficult to understand what does what in a regular game • User feels out of control, annoyed, harassed, manipulated Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  24. 24. Affects other elements in the game Cornelia Laros – Usability review Menu inconsistency Can not be anticipated by user Quick game is not quick
  25. 25. Why is this important • Step one for engagement and conversion • Access the core of the game experience (online gaming with friends) • Mandatory to sustain the business model (free to play) • It is mandatory to find a good balance Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  26. 26. A word about conversion in e- commerce • Intrusive prompts do increase conversion rates from visitors to engaged users / buyers but... • They work better when users are prompted in a meaningful context, when they show early signs of engagement • They might also retain users that are about to leave, with nothing to lose anyway Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  27. 27. Suggestions : when to show the sign- up dialog • When the user clicks on online game • After completing a « try out this character » session, tell users they can get him if they play online (ask if they want to sign up, or if they want to play on) • After losing x offline games, tell them they can get new characters and improve their team thanks to x, y and z online features and offline will be achievable then • When the player has finished all offline games, completed a city • When starting a random game, start by default an offline one, suggest online if the player has completed all offline ones • When the player quits the game, make the last call « Hey, you didn’t try out online yet! It’s way fun ;) » Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  28. 28. Suggestions workflow Cornelia Laros – Usability review STAKES RESULTS ISSUE 1 ISSUE 2 ISSUE 3 MEDIUM MINOR THANKS
  29. 29. Cornelia Laros – Usability review What heuristics didn’t cover : how players bend the game and how their behaviour impacts their experience Fore more efficient fixes : user testing
  30. 30. How to find more severe issues • Discuss study goals with stakeholders o Optimise existing features (game balancing, usability, user experience, monetisation) ? o Focus on new content, features, characters ? o Port to other platforms ? o Collaborate closely with community managers o Take in account milestones? Budget? Cornelia Laros – Usability review
  31. 31. Study design • Open and systematic observation + Interview • Test with players : o Play strategy games / games like UFO AI o Would-be gamers / ex-gamers (people who used to or like to play, but don’t have a lot of time for it) • Control o Age, gender, CPS o Have played RAD Soldiers before or not on mobile Cornelia Laros – Usability review
  32. 32. How to test • Good time for biometrics • Also interesting, depending upon developer concerns : o Eyetracking for the tutorial o A/B Testing / Tracking o Engagement diary Cornelia Laros – Usability review
  33. 33. Cornelia Laros – Usability review There’s more, but we’ve seen what matters. Thank you for your attention. Do you have any questions ?

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