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Game User Experience 
Not everyone is a talented 
programmer, artist, or designer…
Why do YOU want to make games?
People should have FUN playing it 
• How do you know if people enjoy it? 
• When will you find this out? 
• What can you do to make sure it’s fun?
User Experience 
• How do we ensure people figure out how to 
play the game 
• How do we reduce things like boredom, 
confusion, and frustration 
• How do we keep the game interesting, 
challenging, and coming back for more 
• How do we make the game fun 
• Give me examples of games that 
succeeded/failed in your opinion…
Board Game Exercise 
• Arrange in groups with players + 1 observer 
• Players: 
– Try at first WITHOUT instructions (5 mins) 
– Then try with instructions 
• Observers note: 
– How they learned how to play 
– What problems/difficulties they had 
– What was boring/frustrating/confusing 
– What was fun 
• Everyone: 
– How can you make it more fun to learn how to play?
User Experience: As a profession 
• Product developers have a vision, an experience they want players 
to have 
• User Experience experts help: 
– UX Design: Translate that desired experience into an actual experience 
(UI, Game Board & Objects, Controls, Feedback, Tutorial Design, 
Challenge Ramp) 
– UX Research: Validate that the UX design actually accomplishes its 
goals with users; Discover cool things you’d never have guessed 
• Videos 
– https://www.youtube.com/watch?v=6DTSbey8ZyY 
– http://www.polygon.com/2012/10/24/3538296/data-entry-risk-management- 
and-tacos-inside-halo-4s-playtest-labs 
• What are pros and cons of each
Case Study: Catan for Xbox Live 
• Work that I did a few years ago 
• http://www.slideshare.net/jackalshorns/failin 
g-gracefully-lessons-learned-from-catan-for-xbla
UX Risk Assessment 
• What risks for your project? 
– Novelty 
– Complexity 
– Challenge 
• How would you go about mitigating the risk? 
– UX Design Goals 
– UX Research Plan

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UX for summer camp students

  • 1. Game User Experience Not everyone is a talented programmer, artist, or designer…
  • 2. Why do YOU want to make games?
  • 3. People should have FUN playing it • How do you know if people enjoy it? • When will you find this out? • What can you do to make sure it’s fun?
  • 4. User Experience • How do we ensure people figure out how to play the game • How do we reduce things like boredom, confusion, and frustration • How do we keep the game interesting, challenging, and coming back for more • How do we make the game fun • Give me examples of games that succeeded/failed in your opinion…
  • 5. Board Game Exercise • Arrange in groups with players + 1 observer • Players: – Try at first WITHOUT instructions (5 mins) – Then try with instructions • Observers note: – How they learned how to play – What problems/difficulties they had – What was boring/frustrating/confusing – What was fun • Everyone: – How can you make it more fun to learn how to play?
  • 6. User Experience: As a profession • Product developers have a vision, an experience they want players to have • User Experience experts help: – UX Design: Translate that desired experience into an actual experience (UI, Game Board & Objects, Controls, Feedback, Tutorial Design, Challenge Ramp) – UX Research: Validate that the UX design actually accomplishes its goals with users; Discover cool things you’d never have guessed • Videos – https://www.youtube.com/watch?v=6DTSbey8ZyY – http://www.polygon.com/2012/10/24/3538296/data-entry-risk-management- and-tacos-inside-halo-4s-playtest-labs • What are pros and cons of each
  • 7. Case Study: Catan for Xbox Live • Work that I did a few years ago • http://www.slideshare.net/jackalshorns/failin g-gracefully-lessons-learned-from-catan-for-xbla
  • 8. UX Risk Assessment • What risks for your project? – Novelty – Complexity – Challenge • How would you go about mitigating the risk? – UX Design Goals – UX Research Plan