An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
An Introduction to Games User Research MethodsBen Lewis-Evans
An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
A lecture on Psychophysiological (Biometric) methods given to Hanze University students in 2011. If you want to see more on this topic please check out these slide shows: http://www.slideshare.net/acagamic/next-generation-testing-biometric-analysis-of-player-experience and http://www.slideshare.net/keylimeinteractive/exploring-eye-tracking-for-games-user-research-a-case-study-of-lessons-learned
Informing SoTL using playtesting techniquesKatrin Becker
Typical research methodologies in SoTL include many of the traditional educational research methodologies, yet there are methodologies in other disciplines and industries that can provide fresh perspectives. One of these industries is the videogame industry. While there are fundamental differences such as the fact that one seeks primarily to entertain and the other to enlighten or educate, the practices, processes, and theories behind playtesting games can be used to inform aspects of pedagogy that relate to engagement. The primary focus in game design is on the experience and there has been considerable research into ways to assess and measure the player experience through playtesting. Playtesting is concerned with such things as whether or not the game is fun, which parts are too easy or hard, whether and when people become bored, and with the player’s progression through the to the end. All of these properties have relevance to teaching and learning even though they may not appear to be directly connected with whether or not the learning objectives were met. Rather, playtesting is concerned with the motivation of the player/student to continue the particular course of learning, which speaks to the success of the methodology in capturing the student's imagination. Sometimes, simply taking a novel approach to evaluation can yield insights that were not uncovered by more common approaches. This presentation will provide a brief overview of formal playtesting procedures and highlight ways these approaches could be used in the classroom as well as how this could inform pedagogy.
Scoring Best on all life's tests (from book, How the Best Handle StressDr. Ron Rubenzer
Evidence-based, "What to do tomorrow" tips on WHY and HOW to do best on tests. Based on Columbia University dissertation which proofed lowering test-stress improved IQ & Creativity Test Outcomes.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Finding the Truth: Interview and Interrogation Training SimulationsRonald Punako, Jr.
Presentation given at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)2011 under the Hidden in Plain Sight:
Training Perceptual Skills session.
An Introduction to Games User Research MethodsBen Lewis-Evans
An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
A lecture on Psychophysiological (Biometric) methods given to Hanze University students in 2011. If you want to see more on this topic please check out these slide shows: http://www.slideshare.net/acagamic/next-generation-testing-biometric-analysis-of-player-experience and http://www.slideshare.net/keylimeinteractive/exploring-eye-tracking-for-games-user-research-a-case-study-of-lessons-learned
Informing SoTL using playtesting techniquesKatrin Becker
Typical research methodologies in SoTL include many of the traditional educational research methodologies, yet there are methodologies in other disciplines and industries that can provide fresh perspectives. One of these industries is the videogame industry. While there are fundamental differences such as the fact that one seeks primarily to entertain and the other to enlighten or educate, the practices, processes, and theories behind playtesting games can be used to inform aspects of pedagogy that relate to engagement. The primary focus in game design is on the experience and there has been considerable research into ways to assess and measure the player experience through playtesting. Playtesting is concerned with such things as whether or not the game is fun, which parts are too easy or hard, whether and when people become bored, and with the player’s progression through the to the end. All of these properties have relevance to teaching and learning even though they may not appear to be directly connected with whether or not the learning objectives were met. Rather, playtesting is concerned with the motivation of the player/student to continue the particular course of learning, which speaks to the success of the methodology in capturing the student's imagination. Sometimes, simply taking a novel approach to evaluation can yield insights that were not uncovered by more common approaches. This presentation will provide a brief overview of formal playtesting procedures and highlight ways these approaches could be used in the classroom as well as how this could inform pedagogy.
Scoring Best on all life's tests (from book, How the Best Handle StressDr. Ron Rubenzer
Evidence-based, "What to do tomorrow" tips on WHY and HOW to do best on tests. Based on Columbia University dissertation which proofed lowering test-stress improved IQ & Creativity Test Outcomes.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Finding the Truth: Interview and Interrogation Training SimulationsRonald Punako, Jr.
Presentation given at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)2011 under the Hidden in Plain Sight:
Training Perceptual Skills session.
Sales Asset Management - Create, Discover, Recommend Great ContentKnowledgeTree Inc.
KnowledgeTree’s platform enhances the entire sales asset lifecycle. It doubles prospect engagement, triples content use, and cuts content production time in half. The platform’s data-centric applications equip sales and marketing teams to:
Create Content Faster: Content teams design approval workflows, assign tasks, share drafts, manage versions, control access, organize assets, and accelerate content delivery. This functionality is free to select companies.
Discover Content Anywhere: Sales teams gain access to winning content from any browser or mobile device. Through a single cloud-based portal reps can quickly discover and use content from anywhere.
Predict Winning Content: Sales assets proven to win for any prospect are pushed to reps ‘just in time’ via email or Salesforce.com. Content is instantly scored by its effectiveness for each lead, account, opportunity, and more.
Học Digital Marketing tại q2 cùng Linh Nguyễn tác giả hệ thống FAceseoLinh Nguyen
Học Digital Marketing tại q2 cùng Linh Nguyễn tác giả hệ thống Faceseo. LH học Marketing 0932523569.
Xem thêm thông tin khóa học tại:
http://googlepartners.vn/hoc-digital-marketing-chuyen-nghiep-tai-tphcm/
integrantes del equipo ( grupo:106):
Abel jacinto orozco
arlette alejandra lopez
jeny lizeth chavez santos
delia viviana lopez mendoza
pablo edgar jimenez perez
karla itzel camacho bustamante
State and Federal Labor Law Posters
The Michigan Chamber has consolidated ALL of the required notices on four attractively printed and laminated 18x24 sheets. Our posters are always up-to-date as we have staff in constant contact with each of the issuing agencies and departments.
BCMA "how to: effectively use market research to make your branded content mo...Sander Saar
The first BCMA Leadership Series, “How to: Effectively use market research to make your branded content more effective”, took place on the 4th December at Havas Media. It was a fascinating session with great insights from the experts demonstrating new techniques available to measure branded content.
Presentation delivered by Daisy Abbott, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Overview of an idea for a science puzzle game. The project is currently undergoing development, and will be presented in Summer 2010 for my Learning, Design and Technology Master's project.
Sales Asset Management - Create, Discover, Recommend Great ContentKnowledgeTree Inc.
KnowledgeTree’s platform enhances the entire sales asset lifecycle. It doubles prospect engagement, triples content use, and cuts content production time in half. The platform’s data-centric applications equip sales and marketing teams to:
Create Content Faster: Content teams design approval workflows, assign tasks, share drafts, manage versions, control access, organize assets, and accelerate content delivery. This functionality is free to select companies.
Discover Content Anywhere: Sales teams gain access to winning content from any browser or mobile device. Through a single cloud-based portal reps can quickly discover and use content from anywhere.
Predict Winning Content: Sales assets proven to win for any prospect are pushed to reps ‘just in time’ via email or Salesforce.com. Content is instantly scored by its effectiveness for each lead, account, opportunity, and more.
Học Digital Marketing tại q2 cùng Linh Nguyễn tác giả hệ thống FAceseoLinh Nguyen
Học Digital Marketing tại q2 cùng Linh Nguyễn tác giả hệ thống Faceseo. LH học Marketing 0932523569.
Xem thêm thông tin khóa học tại:
http://googlepartners.vn/hoc-digital-marketing-chuyen-nghiep-tai-tphcm/
integrantes del equipo ( grupo:106):
Abel jacinto orozco
arlette alejandra lopez
jeny lizeth chavez santos
delia viviana lopez mendoza
pablo edgar jimenez perez
karla itzel camacho bustamante
State and Federal Labor Law Posters
The Michigan Chamber has consolidated ALL of the required notices on four attractively printed and laminated 18x24 sheets. Our posters are always up-to-date as we have staff in constant contact with each of the issuing agencies and departments.
BCMA "how to: effectively use market research to make your branded content mo...Sander Saar
The first BCMA Leadership Series, “How to: Effectively use market research to make your branded content more effective”, took place on the 4th December at Havas Media. It was a fascinating session with great insights from the experts demonstrating new techniques available to measure branded content.
Presentation delivered by Daisy Abbott, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Overview of an idea for a science puzzle game. The project is currently undergoing development, and will be presented in Summer 2010 for my Learning, Design and Technology Master's project.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Presentation given at the CASE Communications, Marketing & Technology Conference in Boston on April 15, 2009.
Learn the tools of the trade for do-it-yourself research for little or no money. This session will teach you how to conduct focus groups, surveys, usability tests and more.
Slides from Scrum Master as a Facilitator. During this workshop we learn and practice some basic meeting facilitation skills, focus on tips and tricks for Scrum ceremonies, and simulate a Scrum cycle using our learning
HUDDAR RESEARCH TOOL. SKILL DEV D 19 B ED SPL ED.pptAsmitaHuddar
Amateur researchers may not find tool construction challenging till they give it a careful serious thought to the process and the choices it involves. The presentation intends to draw attention to several nitty-gritties of tool construction with ample examples and task based interactions. With reference to research into social science, it facilitates deep diving into principles of developing a tool with high validity. It highlights the need for careful wording as against casual use.
Effective Use of Surveys in UX | Triangle UXPA WorkshopAmanda Stockwell
On a scale of 1-10, how much do you love this workshop?
Ok, hopefully that is an obviously bad question, both because it hasn't happened yet and because it has some bias baked right in. But take a quick look around all the surveys floating out in the world, and they often don't seem much better. Surveys can be a powerful tool for a UX researcher, but many of us haven't learned how to get the most out of them. In this workshop we'll cover:
Best use cases for surveys (and when to avoid them)
An overview of question types
Guidelines for writing effective, unbiased survey questions
Tips to increase overall engagement and participation
Hands on practice crafting surveys
Basic survey analysis
Here are my slides for my session for the International Institute of Business Analysis (May 23, 2012). I focus on best practices of survey design, highlighting qualitative data.
How to Fix the 10 Biggest Mistakes in GamificationAggregage
Whether you are looking to improve the content you have already created or are interested in trying new gamification strategies, Stephen Baer, Chief Creative Officer at The Game Agency, will share the secret sauce to make your training interactive, effective, and FUN. You won’t want to miss how to make your training stick!
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
You will learn how to set the stage and provide clear boundaries within each ceremony. Heck, this practical knowledge will help you in any meeting, not just Scrum. With this knowledge you will get the team to collaborate with each other and with you.
Target audience: Fresh and experience scrum masters wishing to acquire additional tools and skills and agile coaches leading organizational change.
Facilitator notes for a 90min feedback workshop for teams that includes role playing with cards. See cards here: https://www.slideshare.net/JorgeBalden/continuous-feedback-cards
Read article: https://www.linkedin.com/pulse/building-continuous-feedback-culture-your-team-jorge-balde%C3%B3n/?published=t
Similar to Intro to Games User Research Methods - March 2013 (20)
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
6. GUR
Examining the
player
Fun & user
experiences
7. Fun
What is fun?
Easy to use
Challenging
Emotional impact
Engaging
Compelling
Relaxing
It is subjective!
8. Sometimes fun High Activation Often fun
Unpleasant Pleasant
Low Activation
Almost never fun
9. General tips
Get (enough)
representative users
The game is being
tested, NOT the user
Work out what you
want to know
10. General tips
Test as early as
possible, fix problems,
& then test again
(RITE)
Listen to problems,
not necessarily
solutions
Not (primarily) for
balance & bugs, but
for fun!
Impact evaluation is
different from general
GUR
13. Focus groups
6-10 people
Lead by a facilitator
Specific questions
Try the
game/discuss
potential ideas
Talk about it
14. Focus Groups
Pros
More people can = more feedback
Gets everyone together in one place
Follow up questions
Good for discussing concepts
Cons
You need a good facilitator
Strong voices may take over
Too many “helpful” suggestions
What people say is not often
what they do
Not for evaluation of impact
15. Heuristic Evaluation
Expert evaluation (very loosely like
a game review)
Are clear goals provided?
Are players rewards meaningful?
Does the player feel in control? Is the game and the outcome
Is the game balanced? fair?
Is the first playthrough and first Is the game replayable?
impression good? Is the AI
Is there a good story? visible, consistent, yet
Does the game continue to somewhat unpredictable?
progress well? Is the game too frustrating?
Is the game consistent and Is the learning curve too steep
responsive? or too long?
Is it clear why a player failed? Emotional impact?
Are their variable difficulty Not too much boring
levels? repetition?
Can players recognise
important elements on screen?
(Christina et al 2009)
16. Heuristic Evaluation
Pros
Smaller numbers
Experts are experts Cons
You need experts
Which heuristics
to pick?
Experts are
experts
17. Questionnaires &
surveys
During gameplay
(at or after set
moments)
After gameplay
Ask for what
interests you
Allow for some
open ended
answers
18. I can’t show the whole scale here. If you want the GEQ go to
http://www.gamexplab.nl/
Game Experience Questionnaire (GEQ)
http://www.gamexplab.nl/
22. How to design a
questionnaire
1. Work out what you
want to know
2. Design the
questions/statements
3. Create the
questionnaire
4. Test the questionnaire
23. 1. Work out what you
want to know
Brainstorm, make lists,
look at your design
documents
Then cut it down
Only what you need to
know
Aim for no more than
15 minutes
24. 2. Design the questions/statements
Questions vs Statements
Questions are good for gaining
information (age, ratings of fun,
etc)
How much fun did you have in
the last quest?
1–2–3–4–5-6-7
None A lot
25. 2. Design the questions/statements
Questions vs Statements
Statements are good for
assessing attitudes
i.e. agreement with an idea
The last quest was a lot of fun
1–2–3–4–5-6-7
Strongly Strongly
agree disagree
26. 2. Design the questions/statements
Use clear, everyday language
I really felt like I identified with the
motivations of the main protagonist in the
game
The main character in the game was just
like me
29. 2. Design the questions/statements
Closed or Open?
Indicate your agreement with the following
statement
This is one of the best research methods
lectures I have ever attended:
1 2 3 4 5
Strongly – Agree – Neutral – Disagree – Strongly
Agree Disagree
30. 2. Design the questions/statements
Closed or Open?
What was your favourite weapon, and why?
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
31. Yes/No, Male/Female, True/False
Direct & precise, not very data rich
2. Design the questions/statements
Scale:
Dichotomous
32. Place a mark along a continuum
Data rich, a bit vague
2. Design the questions/statements
Scale:
Continuous
33.
34. Interval: 1 – 2 – 3 – 4 – 5, etc
Good data, quite specific
2. Design the questions/statements
Scale:
Interval
35. 2. Design the questions/statements
Scale
Be consistent
Problem with lazy responding?
Use a trick question/statement
e.g. “Agree with this statement”
- Use even spacing
1 2 3 4 5
1 2 3 4 5
36. 2. Design the questions/statements
Both the question/statement and the scale
should be clear, and exhaustive
What education do you have?
Primary School
Secondary School
Bachelors
Masters
37. 2. Design the questions/statements
What is your highest completed level of
education?
Primary School
Secondary School
Trade School
Bachelors
Masters
PhD
Other:______________
38. 2. Design the questions/statements
Free vs Forced choice
What game types do you enjoy (select as
many as you like)
vs
What is your favourite game type (select
one)
39. 2. Design the
questions/statements
Clear, and exhaustive
Only a single concept/question
Not leading
“This game was fun, how fun
was it?”
Not loaded
“People with bad co-
ordination typically do badly
in our game, how did you do?”
40. 3. Create the questionnaire
Paper vs digital
Question order
Number the questions
Easy questions at the start
Don’t lead/cue/give away
later answers
49. Questionnaires & Surveys
Pros
Consistent
Quantifiable
Fast
Cons
Lack follow up
Not objective
Need a large(ish) sample
50. Interviews
1. Setup
2. During an interview
3. After the interview
51. Conducting an Interview
1. Setup
Chose a good setting
Comfortable with few distractions
Only one or two people
Explain why you are interviewing them
Again, about the game, not them
Tell them how long it will take
Get permission to record the interview
52. Conducting an Interview
1. Setup
Have some set questions
Ask follow up questions
Don’t be confrontational
53. Conducting an Interview
1. Setup
The same rules as for in a
questionnaires
Not leading, neutral, not loaded,
clear, only one meaning
Avoid questions that can be
answered with yes or no
Start with easy questions
54. Conducting an Interview
2. During the interview
Only one question at a time
Encourage responding
Head nodding, “ah huh”
But don’t let them go off on a
tangent for too long
55. Conducting an Interview
2. During the interview
Be as neutral as possible
“Act as if you have heard it all
before”
Careful with note taking
People are suspicious of
interviewers
End with an opportunity for
interviewees to add anything
they would like
56. Conducting an Interview
3. After the interview
If you have time make a
transcript
Look for common threads in
what people say
Group into themes
May point issues you may have
never expected
57. Interviews
Pros
Rich data
Can follow up
Good for scope
Cons
Less quantifiable
Time consuming
Not objective
58. Observation studies
Watch/Record
Either with a
facilitator or without
Facilitator must be
as hands off as
possible
Watch faces/body for
emotion
Only write down what
you actually see!
59. >Test scripts
Like a recipe for a
delicious cake, these lay
out how the test will go
Order of events
What the tester should
do and say, and when
Clear and precise
Could anyone follow
the instructions and
carry out a test?
Ensures consistency!
60.
61. Contextual Inquiry (field
studies)
Similar to formal
observational studies
In the wild
Observing real use in
the real environment
Better once a game is
released
Or similar games
Useful for evaluation
62. Think out loud
Observe gameplay, and
note down what they say &
when they say it
Don’t prompt them, and
don’t correct them
65. Observation studies
Pros
Objective data
i.e. You see what players actually DO,
not what they say they would do
Facilitator can help if really needed
Cons
Time consuming to analyse video
Training required to get the best out of
observation (especially for emotion)
Avoid Observer Bias
66. Gameplay Metrics
Observation via
game data
Number of
incidents
Where, when,
and how they
occurred and
with who or
what?
70. Gameplay Metrics
Pros
Objective data
Good for evaluation
See trends
Cons
Time consuming
No subjective
feedback/context
Needs larger sample
sizes
Data overload
71. Biometrics/psychophysiology
Measuring body signals:
From the Brain (EEG), the
Heart (EKG), the muscles
(EMG), the eyes
(eyetracking), the skin
(EDA), etc
The body gives clues into
cognition, and emotion
72. Biometrics/psychophysiology
Pros
Gives objective quantifiable
data
Allows for continuous data
recording
Cons
Invasive
Costs a lot of time & money to
use & analyse
Problems with specificity,
artefacts, inference and validity
73. Summary
Many options
In most cases I recommend:
Observation
Objective data & insights
After play (between level)
questionnaires
Specific questions & subjective
feedback
WARNING: People don’t often do
what they say
Metrics are great for evaluation,
tweaking, issues, & insights
74. Summary
Don’t wait until the game is
almost finished for GUR
It is easier to change &
plan things early in the
process
Listen to what people say
is wrong/right, don’t worry
too much about what they
suggest to do to fix it
You are the game
designer
75. Credits
All the copyright holders of the
images I have used
A rough primer to user research
(parts 1 & 2)
http://www.gamasutra.com/view/fe
ature/169069/
http://www.gamasutra.com/view/fe
ature/170332/
Christina et al 2009
http://mi-lab.org/wp-
content/blogs.dir/1/files/publicatio
ns/uxInGames_Koeffel_et_al.pdf
Special thanks to the GUR-SIG for
their feedback and inspiration