UX
UX
UX
GUX
UX
GUX
IS GAMES UX DIFFERENT
FROM MAINSTREAM UX?
It can be a bit different…
But it’s not that different!
Methods
Focus groups
User Interviews
Field Studies 

Quan7ta7ve Research
Market Analysis
Informa7on Architecture
Wireframes
InteracCve Prototypes
FuncConal SpecificaCons
Usability Evalua7on
Heuris7c Evalua7on
User Tes7ng
A/B Tes7ng
Diary Studies
Focus Groups
CogniCve Walkthrough
User Scenarios
Card SorCng
User Journeys
Personas
User Centred Design
A few differences
What do we test?
Menus and UI Usability
Controls understanding and ease of use
Understanding of the rules
Difficulty balance
Fun and Engagement
MulCplayer and full content tests
Eidos Studios, Montréal
Microsoft Studios, Redmond
Player Research, Brighton
Epic Games Studios, Cary
Player Research, Brighton
Metrics
Dark Souls II
Pacman
Kingdom Hearts I
Metal Gear Solid I
Flappy Birds
Candy Crush Saga
Darksouls II
Metrics
Interest in the storyline (since we last asked)
6.0
6.5 6.3
2.5
4.0
3.5
7.0
6.0
3.0
3.5
5.0
2.6
6.0
Very disinterested
Very interested
Neither interested
nor disinterested
Realism of the storyline
3.9
7.0
3.8 4.0
5.1
3.0
4.3
6.0 6.3
6.8
4.0
4.6 4.9
Very unrealistic
Very realistic
Neither realistic
nor unrealistic
Credits - Strange Morning - Storyboard created by Angel Ly (http://angellydesigns.weebly.com/index.html)
Hardware
InteracCons
HeurisCcs and Best pracCces
Let’s talk about games
UI vs Gameplay
Mario Kart 8 - Wii U
User Interface
Generally, all UX and Usability best pracAces can be applied to UI
Nielsen’s HeurisAcs ✔
Learnability ✔
Memorability ✔
Efficiency ✔
Error PrevenAon ✔
SaAsfacAon ✔
UAlity ✔
What about Gameplay?
Not parAcularly trying to reduce the number of steps for
players to reach their objecAve.
A high number of steps can parCcipate in making the
game challenging and saCsfying for the player
Save the princess
Efficiency/Error PrevenCon
Super Mario Bros. - Wii U
Fun rather than UClity
Credits - digital.guide (http://digital.guide/top-10-myths-video-games-debunked/20116/)
Examples
Gestalt Principles/Accessibility
Candy Crush Saga
Use of colours AND shapes to differenCate items
Learning/Teaching
Use of a safe space to teach interacAon to the players
The Hunter: Will hunt and kill
“lone wolves” or players far from
the team —> Forces players to play
as a team
The Witch: Will aSack if players
gets too close or if she sees some
light —> Forces players to adopt a
stealth approach
The Boomer: If players shoot him,
they will be covered in a liquid that
will aSract a herd of zombies
towards the team —> Forces players
to think before they shoot
Learning/Teaching
Left4Dead
Calls to acCon
Players are guided through the use of collecCble objects
Super Mario Bros. - Wii U
Calls to acCon
The path is shown to players by Non Playable Characters (NPCs)
Assassin’s Creed 2
Life is Strange
Messaging
LiWle pink flowers were placed throughout the game to indicate the path
Assassin’s Creed 4: Black Flag
Life is Strange
Messaging
Use of white rock like texture to indicate climbable elements
The Witcher III
Error PrevenCon
Clash of Clans
Players are asked for confirmaCon before they
spend hard currency
Error PrevenCon
Players can’t hurt their teammate even if they shoot them
Destiny
Blood stains are displayed on the screen when the player gets hurt
Give feedback/Keep user informed
Metal Gear Solid V: The Phantom Pain
Time in the middle of the screen + change in the UI indicator
Give feedback/Keep user informed
The Crew
Life is Strange
Give feedback/Keep user informed
Game informs the player that their decision will have a drasCc impact on the rest of the story
Match between system & real world
The Crew
Enemy with lighter body armour and no helmet is easier to kill
Hot topics
Fun and Engagement
EmoAons and Biometrics
VR
NarraAve tesAng
PersonalisaAon of the experience
Free to Play and MoneAsaAon
Hot topics
Thanks!

Deborah Amar - Differences between mainstream UX and games UX

  • 1.
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  • 3.
  • 4.
  • 5.
    IS GAMES UXDIFFERENT FROM MAINSTREAM UX?
  • 6.
    It can bea bit different…
  • 7.
    But it’s notthat different!
  • 8.
  • 9.
    Focus groups User Interviews FieldStudies 
 Quan7ta7ve Research Market Analysis Informa7on Architecture Wireframes InteracCve Prototypes FuncConal SpecificaCons Usability Evalua7on Heuris7c Evalua7on User Tes7ng A/B Tes7ng Diary Studies Focus Groups CogniCve Walkthrough User Scenarios Card SorCng User Journeys Personas User Centred Design
  • 10.
  • 11.
    What do wetest? Menus and UI Usability Controls understanding and ease of use Understanding of the rules Difficulty balance Fun and Engagement
  • 12.
    MulCplayer and fullcontent tests Eidos Studios, Montréal Microsoft Studios, Redmond Player Research, Brighton Epic Games Studios, Cary Player Research, Brighton
  • 13.
    Metrics Dark Souls II Pacman KingdomHearts I Metal Gear Solid I Flappy Birds Candy Crush Saga Darksouls II
  • 14.
    Metrics Interest in thestoryline (since we last asked) 6.0 6.5 6.3 2.5 4.0 3.5 7.0 6.0 3.0 3.5 5.0 2.6 6.0 Very disinterested Very interested Neither interested nor disinterested Realism of the storyline 3.9 7.0 3.8 4.0 5.1 3.0 4.3 6.0 6.3 6.8 4.0 4.6 4.9 Very unrealistic Very realistic Neither realistic nor unrealistic Credits - Strange Morning - Storyboard created by Angel Ly (http://angellydesigns.weebly.com/index.html)
  • 15.
  • 16.
  • 17.
  • 18.
    Let’s talk aboutgames UI vs Gameplay Mario Kart 8 - Wii U
  • 19.
    User Interface Generally, allUX and Usability best pracAces can be applied to UI Nielsen’s HeurisAcs ✔ Learnability ✔ Memorability ✔ Efficiency ✔ Error PrevenAon ✔ SaAsfacAon ✔ UAlity ✔
  • 20.
  • 21.
    Not parAcularly tryingto reduce the number of steps for players to reach their objecAve. A high number of steps can parCcipate in making the game challenging and saCsfying for the player Save the princess Efficiency/Error PrevenCon Super Mario Bros. - Wii U
  • 22.
    Fun rather thanUClity Credits - digital.guide (http://digital.guide/top-10-myths-video-games-debunked/20116/)
  • 23.
  • 24.
    Gestalt Principles/Accessibility Candy CrushSaga Use of colours AND shapes to differenCate items
  • 25.
    Learning/Teaching Use of asafe space to teach interacAon to the players
  • 26.
    The Hunter: Willhunt and kill “lone wolves” or players far from the team —> Forces players to play as a team The Witch: Will aSack if players gets too close or if she sees some light —> Forces players to adopt a stealth approach The Boomer: If players shoot him, they will be covered in a liquid that will aSract a herd of zombies towards the team —> Forces players to think before they shoot Learning/Teaching Left4Dead
  • 27.
    Calls to acCon Playersare guided through the use of collecCble objects Super Mario Bros. - Wii U
  • 28.
    Calls to acCon Thepath is shown to players by Non Playable Characters (NPCs) Assassin’s Creed 2
  • 29.
    Life is Strange Messaging LiWlepink flowers were placed throughout the game to indicate the path Assassin’s Creed 4: Black Flag
  • 30.
    Life is Strange Messaging Useof white rock like texture to indicate climbable elements The Witcher III
  • 31.
    Error PrevenCon Clash ofClans Players are asked for confirmaCon before they spend hard currency
  • 32.
    Error PrevenCon Players can’thurt their teammate even if they shoot them Destiny
  • 33.
    Blood stains aredisplayed on the screen when the player gets hurt Give feedback/Keep user informed Metal Gear Solid V: The Phantom Pain
  • 34.
    Time in themiddle of the screen + change in the UI indicator Give feedback/Keep user informed The Crew
  • 35.
    Life is Strange Givefeedback/Keep user informed Game informs the player that their decision will have a drasCc impact on the rest of the story
  • 36.
    Match between system& real world The Crew Enemy with lighter body armour and no helmet is easier to kill
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    Fun and Engagement EmoAonsand Biometrics VR NarraAve tesAng PersonalisaAon of the experience Free to Play and MoneAsaAon Hot topics
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