ver felt curious about what goes into the design decisions of Unity's features? Luca Giurdanella and Nikoline Høgh from the Copenhagen User Experience Team discuss their design and research methods and share examples from the development of 2D features and more. By Nikoline Høgh and Luca Giurdanella from the Unity UX Team.
11. HOW CAN WE UNDERSTAND AND
COMMUNICATE ALL OF THIS DATA?
12. • A fictional person but
based on actual
users
• One persona
represents many
users
PERSONAS
Analysing and
grouping based on
motivation,
professional role
and studio size
13. • Prioritize right - what do our users need?
• Understand different kinds of users
• All types of users should feel at home in
Unity
GOALS
14.
15.
16.
17. PATTERNS OF PLAY: PLAY-PERSONAS IN USER-
CENTRED GAME DEVELOPMENT
by Alessandro Canossa
PERSONAS IN GAME DESIGN
22. As a 2D artist,
I want to quickly
decorate the level
according to the artistic
vision of the game
I create 2D art based on
my concept art. I work in
Photoshop and import
the sprites to Unity.
As a 2D level designer,
I want to quickly create
a 2D level, which I can
modify and tweak.
First, I sketch the level
layout, then I create it. I
tweak and refine to
create the right level
design.
29. THINK ALOUD TESTS
Observe the user
solving tasks.
Thinking out loud:
“I’m looking for a
button to click but I
only see text.”
30. • The angle ranges are complicated to set up
• It’s difficult to change points from curve to linear
USABILITY ISSUES
OTHER ISSUES
• No snapping
31. DOS
• Listen
• Ask questions:
“Why do you think it is that way?”
“How would you expect it to be?”
• Be patient
• Say:“We’re testing the system, not you.”
32. DON’TS
• Don’t invite your mom or friend to test
• Ask leading questions:“Is it good?”
• Help too much
• Create an unsolvable task
• Judge