1. Make sure the room setup does not cause technical or usability issues during testing and keeps users safe.
2. Adjust the study design to account for players not being able to hear instructions since they are in VR.
3. Help new VR users with setup and recruit resilient participants able to handle usability issues.
These are the slides for my talk at the Games for Health Game Accessibility Day conference. There are notes attached to the original by the way, so hopefully you can view those for reference.
Updated May 28 with better notes.
Graham McAllister - UX Lessons from Indie Game Development - Codemotion Rome ...Codemotion
Game development is a highly competitive industry, with hundreds of games being released every day. What can help distinguish a great game from a merely good one is the player experience. This talk will do a UX walkthrough of upcoming Xbox One / PC game Super High Ball and show which sorts of UX issues exist, and how they could be addressed.
These are the slides for my talk at the Games for Health Game Accessibility Day conference. There are notes attached to the original by the way, so hopefully you can view those for reference.
Updated May 28 with better notes.
Graham McAllister - UX Lessons from Indie Game Development - Codemotion Rome ...Codemotion
Game development is a highly competitive industry, with hundreds of games being released every day. What can help distinguish a great game from a merely good one is the player experience. This talk will do a UX walkthrough of upcoming Xbox One / PC game Super High Ball and show which sorts of UX issues exist, and how they could be addressed.
How to run 1-to-1 usability testing (with life scientists)Jennifer Cham
Some tips on how to run 1-2-1 usability testing with your users/customers. If you are interested in testing in life science environments, this talk is for you! The example used is for a product I tested for molecular biologists whilst at EMBL-EBI in 2010/2011.
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.
Have you ever wanted to test your website or web app with users, but haven’t been sure which are the best tools and techniques to use to ensure you get the most out of it? Chris Bush walks you through the core concepts of guerrilla usability testing, shows how you can use it in your own projects and shares some of his favourite ideas, tips and tricks for making most of your users’ time.
This slideshow covers.
+ Making your users comfortable and setting up a room for testing;
+ Testing on laptops and devices;
+ Tips and tricks for capturing your notes that can save you hours of analysis time;
+ Bonus section: Testing out early concept work with users.
In this fun, fast-paced workshop you'll learn the key guerrilla UX tools you need to get quick, actionable feedback from real customers. Participants will get fast, hands-on experience setting up, running and analysing usability tests with real products.
If you have a product or functioning prototype you want to test, fill in this form. We will select a few products and run at least 2 full rounds of tests on them during the session. (NB: You don’t have to have a product to participate: this workshop is for anyone who wants to do UX research faster and cheaper).
Workshop is led by senior UX specialist Sarah Rink. She will share tools, tips and tricks she’s gathered working for clients like News Corp, Orange, Vodafone, Visa, Samsung, Desigual and countless startups. Co-moderated by Ian Collingwood (COO, Startupbootcamp), Marta Ros (senior Lean Marketing at b.wom) and Silvia Calvet (senior UX specialist)
https://4yfn.com/activityDetail?id=1075
How to run 1-to-1 usability testing (with life scientists)Jennifer Cham
Some tips on how to run 1-2-1 usability testing with your users/customers. If you are interested in testing in life science environments, this talk is for you! The example used is for a product I tested for molecular biologists whilst at EMBL-EBI in 2010/2011.
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.
Have you ever wanted to test your website or web app with users, but haven’t been sure which are the best tools and techniques to use to ensure you get the most out of it? Chris Bush walks you through the core concepts of guerrilla usability testing, shows how you can use it in your own projects and shares some of his favourite ideas, tips and tricks for making most of your users’ time.
This slideshow covers.
+ Making your users comfortable and setting up a room for testing;
+ Testing on laptops and devices;
+ Tips and tricks for capturing your notes that can save you hours of analysis time;
+ Bonus section: Testing out early concept work with users.
In this fun, fast-paced workshop you'll learn the key guerrilla UX tools you need to get quick, actionable feedback from real customers. Participants will get fast, hands-on experience setting up, running and analysing usability tests with real products.
If you have a product or functioning prototype you want to test, fill in this form. We will select a few products and run at least 2 full rounds of tests on them during the session. (NB: You don’t have to have a product to participate: this workshop is for anyone who wants to do UX research faster and cheaper).
Workshop is led by senior UX specialist Sarah Rink. She will share tools, tips and tricks she’s gathered working for clients like News Corp, Orange, Vodafone, Visa, Samsung, Desigual and countless startups. Co-moderated by Ian Collingwood (COO, Startupbootcamp), Marta Ros (senior Lean Marketing at b.wom) and Silvia Calvet (senior UX specialist)
https://4yfn.com/activityDetail?id=1075
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
To Bot or Not to Bot: Using Dramaturgy to connect Research with DevelopmentMark McElhaw
Ever been told you have 1 day to consolidate all existing research at the start of a new project?
Ever questioned the way research was pulled together to form the basis for a design decision?
Ever tried to marry qualitative research with big data?
A framework is proposed that draws on dramatic theory to tackles issues like personas, combine experience research with big data and customise value propositions.
dramaturgy noun The theory and practice of dramatic composition.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Making The Source for Macmillan Cancer Support: Rob Pearson's talk at Product...Rob Pearson
Making The Source: using lean, collaborative UX to make The Source, a new digital product for Macmillan Cancer Support. A talk at Product Tank Brighton, 16 July 2015
How to get better answers from asking better questionsChris How
Want to become a question asking ninja? Asking questions is a vital skill for all UX researchers and digital designers to master.
Asking questions is at the heart of uncovering ideas and opportunities that can then be translated into digital products and services, software and interfaces.
Here are some practical tips to answer:
1. What makes a good question?
2. How can I get better answers from my questions?
3. How can I get better at asking questions?
Con la llegada al mercado masivo de dispositivos para la realidad virtual, las reglas del juego para los creadores audiovisuales han cambiado. Cómo podemos crear narraciones inmersivas e interactivas en un medio que desvanece la línea entre realidad física y realidad cognitiva?
Today, user input in VR is mainly driven by head position tracking and handheld pointing devices. Question is, if these controls are the most intuitive way for a user to interact in VR/AR if such experiences are ever to become truly ‘immersive’? In this talk, Anders Bo Pedersen will present some of the ‘next generation’ VR/AR input controls currently in the works globally. He will give a detailed presentation of eye tracking in VR and discuss how this technology combined with other emerging VR/AR technologies is part of a truly multimodal virtual experience. Lastly, he’ll give his view on what the next generation of VR/AR devices might bring in regards to user control.
These days people expect more from a website than a handy set of tools and a pretty interface — they want an experience. From the moment somebody enters your site they’ll be judging you on everything from the way the site looks to the tone of your error messages. And they won’t just be judging you against other sites. They will be judging you on every customer experience they have ever had, from the rude man at the train station to the lovely hotel clerk that checked them in on holiday. So in order to compete, we need to up our game and look at experiences both on and off-line.
In this session Andy Budd will look at the 7 key factors that go into designing the perfect customer experience. By taking examples from the world around us, Andy will discuss how we can turn utilitarian experiences into something wonderful. Best of all, most of them won't cost you a cent!
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
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.
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
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.
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.
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
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Stanislav Costiuc, Game Designer, Ubisoft
In this session we’re going to explore what makes the game experience cohesive. We’ll talk about:
– What is cohesion in games.
– Examples of how different titles achieve it (or fail to do so).
– How to make sure that our game feels as one connected wholesome experience to players, creating feelings and fond memories that will stay with them for a long time.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
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.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
Figuring out the right metrics for your gameSaurav Sahu
This is a talk I gave at IGDA Conference 'Industry Speaks' on 1st April'17. I talked about how one should go about thinking the metrics to track in their games. Also, stressed on the fact that Analytics should not be an after-thought but should be squeezed in during the game production phase itself.
The slide discusses Google's HEART framework and Pirate Metrics while sharing an approach Goals/Signals/Metrics to make it easy to list down metrics once you have your goals.
The latter part of the slides talks about the generic biases one should be aware of.
Feel free to reach out incase of any query.
Jon Roobottom – Murder on the dancefloor: The death of disco uxbri
Discoveries are crucial to a designer’s toolkit, but why do they sometimes feel like a slog?
Dive into the ins and outs of the discovery process, learn to navigate everyday challenges, and pick up practical strategies to guide your teams toward effective results.
Olena Bulygina – Designing for Humanity: A UX Journey in Humanitarian Aid uxbri
This is a talk about applied design. We will venture to the land of humanitarian aid and follow a story of applying a design skill set to a set of challenges, such as lack of equipment, lack of medical supplies, in times of war.
We will look together at processes, challenges and the successes and failures that one might experience when the only option is to apply all skills to a very complex subject matter. We will witness bottom up changes in the healthcare system that start with individual impact: the impact of ideas. It is also a story about systems, and how we implement change in them, omitting the notion of centralised control.
Paul Robert Lloyd – Time team: Documenting decisions and marking milestonesuxbri
Exercise regularly; eat plenty of vegetables; floss your teeth. Tasks that feel like chores are often the most beneficial in the long run. The same is true of writing documentation.
Documenting decisions, recording design iterations and explaining commonly used terminology means everyone on a team can have a shared understanding of a product’s design and evolution. Making this information public can increase accountability and build trust. Deliberately building institutional memory can prevent mistakes being repeated and lessons needing to be learnt over and over again.
In this talk, we’ll look at how to record and recall design decisions and consider the role designers play in cultivating a fun yet inclusive culture within a team, and the potential pitfalls to avoid when doing so.
cxpartners – Impact mapping: the Service Designer’s secret weaponuxbri
‘Impact’ has become a ubiquitous term that is hard to define and hard to measure. In this workshop cxpartners worked through the steps of developing an impact map, as both a process and a tool for setting clear intent around the impact we want to achieve in our projects, and mapping the journey for getting there.
Impact maps are extremely effective for gathering consensus on our longer term objectives, and challenging our assumptions around how we think positive change happens as a result of the services we deliver.
Sharon debunked some common myths about what you need, to be a mentor. She drew on her experiences of mentoring to talk about how she found it, and what she’s gained by being a mentor.
Luke shared his experiences of mentoring over the years. He has mentored, and managed several people and was also heavily involved in running the Brighton Internship Programme during his time at Wired Sussex. He focused on his experience of the UX Brighton mentoring programme so far and included tips for mentors and mentees to help them get the most from their time together.
Product development requires trade-offs, but just like a deal with the devil, the devil is in the details of how you make those trade-offs. And your choices can be devilishly hard. This demonic themed talk looks at various techniques for easing the burden of the bargains you make.
About Lucy
Lucy has spent two decades making all sorts of mistakes while building customer experiences. She likes to share what she’s learnt from places like Amazon, TUI, LOVEFiLM, M&S, Department of Health, Compare the Market, and now Appvia, so others can make new and more interesting mistakes.
Building a product can help your business scale to incredible heights, but too many teams get stuck in what Janna Bastow calls the Agency Trap. In this talk, she’ll share signs you’re veering into this trap, and actionable guides on how to get out and stay out!
About Janna
Janna Bastow is co-founder of ProdPad , product management and roadmapping software for product people. Janna is also co-founder of ProductTank and Mind the Product, a global community of product managers. She often starts and stops conversations with the question: “What problem are you trying to solve?”
Jonty Sharples - Arrogance & Confidence in ...Redux uxbri
Ten years ago Jonty gave a talk that changed his life. Now he revisits some of those lines of enquiry that upended his career (in a good way). With the benefit of hindsight, some spectacular mistakes, and a decade of experience scaling businesses and teams, what does Arrogance and Confidence look like in 2022?
About Jonty
Jonty’s been involved in the creation of digital ‘stuff’ for over two decades, with clients spanning museums, console and mobile device manufacturers, transport networks, charities, educational programs, government departments, financial services…he’s even helped redesign an ambulance. He loves complicated, and relishes making sense of the chaotic.
Jonty is currently VP of Product and Design at Airalo.
Louise Bloom - T-shaped skills save lives (and products). How and why to lear...uxbri
Product development requires the work of lots of different people with different skills to deliver their best efforts. So it’s natural we want to be the best at what we do. When those people work in silos and can’t share ideas or communicate, products suffer. Creating ‘t-shaped’ skill sets, with deep knowledge of your own field and insight into those around you, can help.
Using examples from the NHS, where multidisciplinary team working is critical to patient outcomes and supported by a culture of lateral learning and knowledge sharing, Louise looks at the benefits of knowing a little about a lot for product outcomes, team working and your own career, and shares a few surprising outcomes from her own ‘t-shaped’ approach to learning new skills.
About Louise
Louise is a Senior UX consultant professional who has spent over 15 years working for everyone from global banks to local butchers during which time she has contributed to books, blogs, conferences and podcasts on the future of work, digital wellbeing, ethical technology, and the physiology of technostress. Curious to understand more about how human-tech interactions were affecting levels of stress, Louise is now also a registered and practising Physiotherapist in the UK with a specialism in neurology.
It sometimes feels like design and product are talking a different language – both striving to get great products out to their customers, but frequently misunderstanding each other on the path to get there. Kate will share the times she’s seen this happen and the ways she’s tackled it so that you can get ahead and create brilliant working partnerships with your product counterparts.
About Kate
Kate is the Director of Product Design at Sky, working with the teams that look after NOW, Sky Go, Sky Sports and Sky News. Her career has taken her from New York to London, always trying to better the experiences for the people using the products and the people designing them.
Alison Rawlings - Is UX Strategy even a thing?uxbri
We hear a lot about UX strategy but what is it and how does it differ from business or product strategy? Do you need it, and how do you go about getting it? That’s a lot of questions to cover in twenty minutes, but Alison will make a start by calling on her experience of helping companies think more carefully (and strategically) about their customers.
About Alison
Alison has a career going back over 25 years and has established and run UX teams in both agencies and client-side organisations. She is currently Consultancy Director at experience design agency Bunnyfoot where, as well as supporting Bunnyfoot’s growth and evolution and delivering their UX strategy training course, she works with organisations such as EDF Energy and Sony Playstation to help them improve their performance by becoming more customer-centred in their approach.
Jonathan Smare - Leading culture change to increase customer centricityuxbri
Digital disruptors and the covid crisis have highlighted the importance of customer centricity. Business leaders clearly recognise their organisations need to be more customer centric and future proof them against ever-changing customer expectations, volatile economic conditions and aggressive digital disruptors.
Business leaders want to understand how to lead culture change to be more customer centric, how to implement new ways of working and how technology can enable their strategy.
Jonathan will talk about leading culture change to increase customer centricity, innovation and agility:
Working backwards from customers
Implications for operating models to empower small cross-functional teams.
How companies like Amazon, Cisco and others reinforce and change their culture.
Jonathan’s objective is to help leaders understand their critical role increasing the focus on customer centricity. Email Jonathan
About Jonathan
Jonathan Smare is a Partner, Strategy, Leadership & Innovation at DigitalWorksGroup. In his career spanning over 30 years at Hewlett Packard, Cisco Systems and Amazon Web Services Jonathan has led numerous large-scale transformations. A veteran executive and public speaker, Jonathan works with executives worldwide to share experiences and discuss strategies for their digital transformation journeys.
Matt LeMay - YOU DON'T "GET" ANYONE TO DO ANYTHINGuxbri
“How do we get product managers to value user research?”
“How do we get executives to think in an Agile way?”
“How do we get UX researchers to prioritize our work?”
“How do we get our sales team to stop making promises we can’t deliver?”
For the last twelve years, I have heard these questions on a weekly basis. And the answer to all of them is exactly the same: you don’t “get” anyone to do anything. In this talk, product leader and author of Product Management in Practice Matt LeMay shares his experience working across product, UX, marketing, and leadership teams at companies like Google, Audible, Mailchimp, and Spotify. You’ll learn how the path to success in cross-functional product development means embracing ego death and recognizing that you have very little direct control over anyone or anything. No, seriously.
About Matt
Matt LeMay is an internationally recognized product leader, author, and consultant who has worked with companies like Spotify, Audible, Mailchimp, and Google. He is the author of Agile for Everybody (O’Reilly Media, 2018) and Product Management in Practice (Second Edition O’Reilly Media, 2022), and has helped build and scale product management practices at companies ranging from early-stage startups to Fortune 500 enterprises. Matt is the creator of the One Page / One Hour Pledge, a commitment to minimize busywork and maximize collaboration that has been adopted by over 100 individuals and teams at Amazon, Walmart, CNN, BBVA, and more. Previously, Matt worked as Senior Product Manager at music startup Songza (acquired by Google), and Head of Consumer Product at Bitly. Matt is also a musician, recording engineer, and the author of a book about singer-songwriter Elliott Smith.
Shrut Kirti Saksena - Holy Shift! Learnings in UX Research over the yearsuxbri
Shrut is a Cognitive Scientist and a UX Researcher with 6 years of combined experience in academic & product research. Currently, she is a Sr. Experience Researcher for Adobe’s Creative Cloud & Emerging Products team, shaping and driving the next evolution of the Creative Cloud(CC) suite of products. In the past, she has founded & led the UX Research operations @Lollypop Design Studio(Bangalore), where she set up the UX Research function from scratch & mentored a team of UX Researchers on 30+ exploratory, evaluative UX research projects across diverse domains.
Her research expertise lies at the intersection of emerging technologies, global UX Research & operations, and cognition and behavioral sciences. She has been awarded numerous design awards such as A’design Award, Interface Red Dot Award to name a few. She is an inclusion & accessibility enthusiast, and mentors aspiring UX professionals, and emerging UX research teams @ADPList.org.
In a recent survey looking at 100 Experience Researcher job postings in the US in 2021, it was found that collaboration (84%) and business acumen(scoping, translating business requirements, & influencing product strategy) were the most sought-after requirements, other than the expected requirements of designing and conducting research studies (84%) for a UX Researcher. Also, it is no secret that there is now more demand for user insights than there are UX researchers in the industry.
Shrut’s talk highlighted the emerging demands of the industry from a UX Research role, elucidates why a change in perspective of mentorship & learning is required to meet these demands & how one could benefit from this perspective shift to grow into an experienced researcher: amplifying the impact of UX research and leveraging research soft-skills of collaboration, communication, connection, and influence to empower product teams & stakeholders.
Lewis Nyman - Building effective mentoring relationshipsuxbri
Lewis Nyman is a UK senior public sector contractor in UX, Research, and Service Design. He’s worked with the NHS, The Cabinet Office, GDS, hackney Council, and The Crown Prosecution Service. He’s also the founder of electric campervan hire company Wild Drives. He’s been a UX mentor at Springboard for 2 years.
A mentoring relationship is beneficial for both sides, Lewis presented research that outlines how to create an effective mentoring relationship.
Peter Winchester - Growing your career with (or without) a mentoruxbri
Peter is a designer and design leader with over 12 years of experience. He’s worked for a SaaS startup, a large marketing agency, and for corporates in travel and finance. During that time he’s designed products for MoreThan, Nationwide, Argos, Durex, Philips and Adidas. He’s now head of Design at Madgex, a career technology company in Brighton.
Working with a mentor is a great way to help move your career forward. But not everyone will find the right person, at the right time. Peter talked about some potential alternative ways you can continue to progress your career.
Jessica Squires - Starting your mentorship journey, common ground and self-careuxbri
Jessica is a Lead UX Architect for a large media organisation. Day to day she oversees projects, gets hands-on with wireframes (and more), collaborates with her talented UX team, and mentors’ people inside and outside of her work.
She truly enjoys mentoring, not only does she get to meet lots of wonderful people, she helps them to expand on their current knowledge, or maybe set them on a path to switch careers but she’s improved her UX practice and skillset along the way. She talked about how you can get into mentoring, empowerment, setting boundaries and more…
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
2. My background
I’ve been at PlayStation for 5 years, working on their
hardware, software and system UI.
For VR, I have:
- Run research for ergonomics and comfort
- Run research in participants homes
- Run quantitative tests
- Run many, many qualitative tests on the headset and
the launch games
21. For usability, 5-8 users per audience will give a good balance between
comprehensiveness and practicality.
22. 5-8 users is not good enough for reliable opinion data.
REPRESENTATIVE
23. It’s often tempting to ask ‘overall’ opinion questions anyway
- Development teams want you too.
- You want to be nice to your dev teams.
This is (usually) a waste of time for VR Games
24. Can I do anything to get better opinion data from qualitative sessions?
Palate Cleanser Getting experienced users
25. Opinions
Ultimately, you probably shouldn’t bother with overall scores or generic likes/dislikes.
Run a proper quantitative test if that's what you're after, and ask more nuanced
questions
26. Summary
Set the room up right.
Think about the methodology, it’s not the same as other games.
Don’t expect to talk to players.
Help users with the system, they’ll be new to it!
Don’t expect useful opinion data.
Hi everyone, I am
Today, I wanted to share some of the things that I've learned running 1:1 user tests in VR
This is my fifth year at Sony PlayStation, based in their Euopean HQ in London
During that time I’ve worked on their system software, on hardware and on games made both by studios owned by PlayStation, and studios they’ve partnered with.
I’ve been working on VR for the last 2 years, and during that time have run a lot of user research including ….
So, from all of this research, I wanted to share some of the tips that I’ve learned along the way, in particular about how to get good quality results from qualitative research
Some parts may seem obvious, but you don't want to waste participants discovering these things yourself, so hopefully it’ll help you get more useful results quicker.
The first area I wanted to talk about was how to set up the room for VR, which needs some extra thought about it compared to ‘traditional’ games user research.
Normally the set-up of the room isn’t particularly important. This is a picture of our social room, a set up that most games user research labs also have.
It has a TV, some couches, and is just meant to represent a typical living room set-up. As long as you have the participant, and a TV they can play on, that’s good enough to get good quality usability feedback from.
However getting the room right is much more important for VR tests, because getting it wrong can cause plenty of issues with the game.
The first thing to think about is where to sit the player. Both Oculus and PSVR rely on line of sight between the camera and the headset – they use infrared so that the game can track the player’s position, and allow them to move their head and body forward/back in the virtual environment, something not possible on stand-alone systems like GearVR.
Because of this, there’s an optimal place for the player to sit. If they are too far forward, or too far back, the system won’t be able to see them, and tracking will fail causing other issues in the game.
Be especially aware if the game will require movement – some of the demos that PlayStation have publically shown require players to move between sitting and standing – so make sure that the player is sat somewhere the camera can see them both sitting and standing.
If the player is in a poor position, you’ll have plenty of potential usability issues – e.g. whether players recognise that the tracking is failing, and whether they know how to deal with it. However this is a system level feature, and so not the responsibility of the game you are testing – so development teams who have put the time and expense into organising the test will not be particularly happy if this occurs during their test, and obscures other potential usability issues in the game.
So, before starting, ensure the player is in the optimal position to play the game – which can be particularly an issue in multi-seat setups where many playtests are run simultaneously in the same room… but more of that soon.
Another common issue with usability labs is that they often have 1 way mirrors. Returning to the test we saw earlier ,we can see from the other angle that there is a one-way mirror in the room, which allows a notetaker (and members of the development team) to observe the session. This is usually great – it gives a clear view of the context of the issue, and inviting the game team to come and see the session live allows the development team to come and engage with the session – paying more attention, and understanding the issues greater than watching later on a video.
However because many VR headsets use the IR sensors, the one way mirror can be a potential issue. It’ll cause a duplication of the IR sources for the camera, which can cause the quality of positional tracking to degrade, again introducing interference and reducing the quality of the experience, which can impact usability.
Luckily there’s an easy solution to this. On amazon they sell blackout blinds, which are bits of plastic that stick, like clingfilm, to glass. This takes seconds to attach and can blackout the window preventing the reflection of the IR lights. The development team will once again have to rely on the camera feed, but the players experience is more authentic.
Another thing to be aware of is swivelling chairs. These are very common in an office environment, and so can be found in some playtest labs.
However they are much less common in the home environment, particularly with home consoles, so are unrepreseitive.
The issue with swivel chairs is that they cause players to lose their orientation, and ‘forget’ which way is forward (or which way the camera is). This can cause usability issues, but again they are unrealistic because players would be on a sofa at home, where the forward direction is much clearer just from the feel of it.
They also have wheels on, which can cause them to move, and be a safety issue when working with players who cannot see!
The last thing to mention is in regards to room scale VR. HTC Vive is built to allow players to walk around each experience physically. Oculus and PSVR have also both shown equivalent demos that allow players to physically move in a space.
For research on room scale VR – or anything that will encourage the players to move around, you want to keep the room free of obstacles (because they are walking around blindfolded).
Also remember not to move things – if you move a controller, or more importantly a chair, players will not be aware that it’s moved, which can cause safety issues.
So, to summarise this section on the room setup – extra care needs to be taken to ensure that the room setup isn’t going to cause ‘unfair’ usability issues that are out of scope for your current research.
Also remember to keep the user safe – don’t move things or let them walk into stuff!
The next thing I want to talk about Is methodology – how the test needs to be adapted to run good quality user research sessions.
So, my favourite type of user research is 1:1 qualitative sessions. We usually have a moderator in the room with the participant, who can help ensure the game is running correctly and interview them at the end. We also have a note-taker behind the glass who can observe the usability issues, and write down players behaviours and what they say. This all works fine for VR tests.
One of my favourite parts of these sessions is probing players to understanding why players are acting in a specific way. For example, you can observe that the player walked straight past the next objsctive. But without probing, you cannot tell why – did they not see it? Did they want to collect something else first? Did they think they *needed* to collect something else first? The challenge is asking questions in the right way so that players are not lead to give the answer that they think you expect, so it’s like a puzzle, which is why I enjoy it. However, with VR there’s a problem wiith this…
You can’t talk to the players as they play.
With the headset on, they can’t see you. These headsets also have 3D audio (so they can tell the direction of sounds), which requires headphones to work. Meaning they can’t hear you either.
This means that asking probing questions isn’t easy. There’s a couple of ways to address this.
You can make sure your study design doesn’t rely on interruptions. Short play sessions to ask them questions after may be one way of doing this.
You can watch the video back later with them, and ask them what their thoughts were. However this doubles the session length (which is bad in fast moving industries like game dev where teams start working on fixes immediately after seeing the issues). It also encourages players to attempt to justify their interactions by guessing, or trying to reason after the fact, which studies have shown humans are particularly bar at.
One of the most encouraging things we’ve tried is to have the moderator talk into the player’s headphones. Instead of the audio signal going straight from the VR headset to the headphones, we’ve routed it through a mixing desk, which allows us to add other audio sources – such as a moderator microphone. This isn’t perfect as without visual cues players can be surprised by you talking to them, but with some priming can be a good work-around.
It also stops you having to tap players on the shoulder to get their attention, which will break precense, and can be a big surprise!
Mult-seat playtests work fine for VR, with a few adaptions.
Because they are typically based on survey data and telemetry rather than observation, it means very little diference to moderation. However the room needs to be ready for VR - each player will need more space than usual as the games encourage movement. And again, any one way mirrors will need to be covered.
Also, because people are new to VR, they’ll need a lot more help getting setup. To help with this in multi-seat playtests, we often recruit extra temporary assistants, (a few of which are here today ) to help with orientating players. We’ll talk more about that in a minute though.
So, as we’ve seen, some changes need to made to your study design to account for VR.
Making sure that you work around not being able to communicate with your participants is the biggest area to focus on. And ensuring that your multi-seat playtest area has enough room to run quant studies.
The next area I want to talk about is recruitment, and working with the participants for user research sessions.
The first thing to remember is that VR is a new medium, and most people have no experience with it.
This means that there’s a lot of things you’ll have to help them with, starting with how to get the headset on. It’s important to remember that people new to VR do not know what it should look like, and so will not be able to assess if it’s in properly/in focus etc. And because you can’t see what they are seeing, you can’t tell them. Because this is not the focus of your test, and will cause usability issues, it’s something that the moderator needs to deal with.
There are a couple of things you can do to handle this.
First, prepare a script to help them get the headset on. Make sure that it includes instructions on how to fit the headset, a way of assessing whether it’s on properly, and steps to resolve if the picture isn’t good.
A good way of assessing if the picture is in focus is finding a menu with sharp text, and then asking them to tell you whether the text appears sharp, or blurry/doubled. As a test, its simple enough that most people can understand whether they’re seeing the correct thing or not, and then whether you need to help them further with the headset.
Another thing to consider is recruitment. Because VR is a very new tech, this impacts recruitment.
If you recruit based on intent to buy VR, that will have an effect on what demographics you get. So, looking for casual players who intend to buy VR will be unrealistic and make recruitment very difficult to find legitimate users. Although, you and your development team should probably consider why you want these users, as they will not be your customers. There are certain cases when casual players may be relevant for VR testing, for example social/party games, but it’s worth a second thought.
The other thing to be aware of is if you’re recruiting based on people who currently own VR, that introduces a very heavy bias on who your participants are. As VR is a niche product, and up until recently only development versions of the hardware has been available, anyone who owns a VR headset, (and most people who have tried them) are a-typical – typically very tech savvy and unrepresentative of a typical consumer. If you’re developing for a device intended for a home audience, such as consoles or mobile, care should be taken to ensure that they are representative.
The last thing to be aware of is potential comfort issues.
On launch, oculus rated the comfort of each of their experiences – the likelihood that some people would feel a form of motion sickness.
When running usability tests, you don’t want to have to stop the session early due to people feeling ill. So, for usability tests you want to screen before hand for predisposition, through factors like “have you ever felt motion sickness when travelling” and “have you ever felt motion sickness when performing extreme activities”. This will help minimise comfort issues when playing, and ensure that you don’t miss out on getting usability feedback.
So, as we’ve seen with participants we’ll want to help people set up, recruit realistically, and minnimise the potential for comfort issues.
The last topic I wanted to cover, is how to deal with opinion data. First, of all, let’s start with the basics…
So, as we all know, Nielsen’s research has shown that 5-8 users per audience is a good number of users to be ensure you are discovering most participants, and is a good balance between making sure the results are comprehensive, but also that you are not running too many sessions and wasting the team’s money. This is great for usability findings.
But again, as we know, this isn’t a good number for opinion data (whether people like things). Your test was designed to discover things, but doesn’t give you any indication of how representative the data is – for usability or opinion data. If one person out of 5 had a usability issue, that could mean that 2 to 64% of the final audience may encounter it. And opinions are so much more diverse that the opinion data will not even begin to be representative.
Also the test is unfair for opinion data – players will have encountered usability issues, and in the past we’ve found that this will heavily influence their opinion – if you ask them what they like least about the game, they’ll probably start talking about usability issues they encountered.
Knowing all of that, there is always the temptation to ask opinion questions anyway in usability tests.
Despite explaining that the data isn’t particularly actionable, teams still usually want to hear it - so it’s very tempting to be naughty and include those questions.
This is usually a waste of time for VR games. People have no conception of what VR is like, and so there top opinion is almost always "its immersive"
"i imagined it would be a big TV, but it's actuallya being inside the game“
If you’re even naughtier and ask for ratings, players will rate VR experiences much higher than equivalent non-VR experiences.
However all off these opinions are opinions about the technology, not the game itself, and so are not particularly relevant, or useful, to the game.
There are a couple of things that might help get better quality opinion data from qualitative sessions.
The first thing to try would be a palate cleanser – let everyone try an initial VR experience before they play the real game, to get them over the “wow” factor, and bring them onto assessing the individual merits of this specific game.
However this wastes a lot of time – it’ll add at least 30 minutes to each session. And as we know, this opinion data is unactionable anyhow, so it doesn’t make sense to extend the session to collect it.
You could also look at hiring expert users – people who have used VR before and are familiar before. However again, as we’ve seen earlier this will add a huge bias to the recruitment. That may be fine, depending on what you’re trying to learn from your test, but it’s important to be aware of for caveating any findings.
So, my recommendation – and best practise for all usability tests really – is to resist the temptation and ignore the opinion data. It’ll be unreliable and not worth compromising your study design to address.
If you’re after reliable opinion data, plan a different test for that.
So, here’s some of the things I hope I’ve covered about preparing to run tests in VR.