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ColorShoot
Fundamentals of HCI
Maarten Rimaux
Tom De Groote
Evelien Schellekens
Game explanation
Iterations
Conclusion
ColorShoot
Game explanation
Iterations
Conclusion
Paper prototype
#1 Think aloud study - participants
● 5 participants
● Friends and family
19 years
old
19 years
old
12 years
old
12 years
old
22 years
old
#1 Think aloud study - questions
1. What is the current high score?
2. Beat this score with 1 point.
3. What would you do to stop the game? (after achieving the high score)
4. What would you do when seeing this window? (notification of getting high
score)
#1 Think aloud study - results
→ Explanation disappears too quickly
→ Explanation is confusing
→ No home button when game over
Digital prototype
Improved introduction screen
#2 Think aloud study - participants
● 6 participants
● Friends and family
19 years
old
19 years
old
12 years
old
22 years
old
12 years
old
10 years
old
#2 Think aloud study - results
→ Explanation is not clear enough
→ More colors and more parachutes to make it more difficult (boring)
→ Missing score/high score on game over
Improved introduction screen
Score/high score
More colors, parachutes and translation
#3 Usability testing - participants
● 29 children between 10 and 11 years old
● Slightly younger than our target group
- high school examination period
● Not a strong effect on the results
#3 Usability testing - A/B testing
GROUP 1
GROUP 2
COLORED
PARACHUTE
COLORED WORD
COLORED WORD
COLORED
PARACHUTE
SURVEY
SURVEY
Variables:
● Spawn time of parachute
● shoot time of parachute
● Number of parachutes on enter
● Number of parachutes on shoot
● Color, word of color, case
● Gravity and velocity
#3 Usability testing - cases
COLORED PARACHUTE - CASEA COLORED WORD - CASEB
#3 Usability testing - results
Average shoot time
colored parachute
colored word
Player
Time (s)
#3 Usability testing - results no outliers
colored parachute
colored word
Average shoot time (no outliers)
Player
Time (s)
#3 Usability testing - results one-way anova
H0
: μcolored parachute
= μcolored word
H1
: averages are not equal
ɑ = 0.05
State decision rule: If F > 4.2597 reject H0
F = 0.0065
⇒ No significant difference
girl boy
What version of the game was the easiest?
(Wat vind je de gemakkelijkste versie van het spelletje?)
colored parachute colored word no preference
How fun was the game?
(hoe leuk vond je het spelletje)
Not fun at all Not fun a bit of fun Fun Lots of fun
girl boy
girl boy
Would you recommend the game to your friends?
(zou je het spelletje aanraden aan je vrienden?)
No Maybe Yes
girl boy
What did you think of the game?
(Wat vond je van het spelletje?)
too hard good too easy
Game explanation
Iterations
Conclusion
Conclusions
● Every iteration gave new information
○ introduction screen
○ game interaction
○ increasing difficulty
● Children of age 10 seemed to like the game
● Colored word:
○ felt more difficult
○ no significant difference in response time
Questions?

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Final Presentation

  • 1. ColorShoot Fundamentals of HCI Maarten Rimaux Tom De Groote Evelien Schellekens
  • 6. #1 Think aloud study - participants ● 5 participants ● Friends and family 19 years old 19 years old 12 years old 12 years old 22 years old
  • 7. #1 Think aloud study - questions 1. What is the current high score? 2. Beat this score with 1 point. 3. What would you do to stop the game? (after achieving the high score) 4. What would you do when seeing this window? (notification of getting high score)
  • 8. #1 Think aloud study - results → Explanation disappears too quickly → Explanation is confusing → No home button when game over
  • 11. #2 Think aloud study - participants ● 6 participants ● Friends and family 19 years old 19 years old 12 years old 22 years old 12 years old 10 years old
  • 12. #2 Think aloud study - results → Explanation is not clear enough → More colors and more parachutes to make it more difficult (boring) → Missing score/high score on game over
  • 15. More colors, parachutes and translation
  • 16. #3 Usability testing - participants ● 29 children between 10 and 11 years old ● Slightly younger than our target group - high school examination period ● Not a strong effect on the results
  • 17. #3 Usability testing - A/B testing GROUP 1 GROUP 2 COLORED PARACHUTE COLORED WORD COLORED WORD COLORED PARACHUTE SURVEY SURVEY Variables: ● Spawn time of parachute ● shoot time of parachute ● Number of parachutes on enter ● Number of parachutes on shoot ● Color, word of color, case ● Gravity and velocity
  • 18. #3 Usability testing - cases COLORED PARACHUTE - CASEA COLORED WORD - CASEB
  • 19. #3 Usability testing - results Average shoot time colored parachute colored word Player Time (s)
  • 20. #3 Usability testing - results no outliers colored parachute colored word Average shoot time (no outliers) Player Time (s)
  • 21. #3 Usability testing - results one-way anova H0 : μcolored parachute = μcolored word H1 : averages are not equal ɑ = 0.05 State decision rule: If F > 4.2597 reject H0 F = 0.0065 ⇒ No significant difference
  • 22. girl boy What version of the game was the easiest? (Wat vind je de gemakkelijkste versie van het spelletje?) colored parachute colored word no preference
  • 23. How fun was the game? (hoe leuk vond je het spelletje) Not fun at all Not fun a bit of fun Fun Lots of fun girl boy
  • 24. girl boy Would you recommend the game to your friends? (zou je het spelletje aanraden aan je vrienden?) No Maybe Yes
  • 25. girl boy What did you think of the game? (Wat vond je van het spelletje?) too hard good too easy
  • 26.
  • 28. Conclusions ● Every iteration gave new information ○ introduction screen ○ game interaction ○ increasing difficulty ● Children of age 10 seemed to like the game ● Colored word: ○ felt more difficult ○ no significant difference in response time