Item and Inventory User Testing - UQcsse3200/2024-studio-2 GitHub Wiki

Time on Task

For the user testing the Time-on-Task evaluation was chosen to investigate whether our features were efficient and convenient for users. The method will provide quantitative data on how well users interact with the items and the inventory interface. This will also help identify features that have been performed successfully or need improvement. Ideally, tasks are to be completed within a short period for users' convenience. If tasks have the longest time this will indicate more improvements to features are required to provide a faster and more convenient experience for the user.

User Test plan:

The following test pan was used to collect the results for both time on task and think aloud interviews

  1. Move around using the w,a,s,d keys and pick up a near by item with the keyboard key "p"
  2. Pick up 8 items and then click on the keyboard key "e"
  3. Close inventory with "e"
  4. Pick up an Apple
  5. Run into a red animal to access combat use a item from your inventory
  6. Kill enemy then open inventory again
  7. Drag any item into the side bar
  8. Drag and drop items outside of inventory
  9. close inventory then use a item from the side bar

User testing Time on Task Results

User Testing will consist of 5 users testing out the game and providing feedback on Item and Inventory based on their user experience. All results were measured in seconds

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Tasks Tester 1 Tester 2 Tester 3 Tester 4 Tester 5 Average time
Task 1 6 10 8 8 7 7.8
Task 2 30 25 27 35 33 30
Task 3 1 1 1 1 1 1
Task 4 10 17 12 11 11 12.2
Task 5 22 18 17 17 21 19
Task 6 11 9 9 13 8 10
Task 7 15 7 8 11 12 10.6
Task 8 6 8 5 5 3 5.4
Task 9 5 5 4 6 4 4.8

To resolve our dilemma of deciding whether to include a hotbar in combat we decided to ask the user testers as an additional question to anticipate their response:

  • Tester 3: "It is nice to have easy access to the map but in combat, I'd rather focus on the combat itself than the Hotbar"
  • Tester 5: "Combat seems so simple and has an easy flow. I think adding the Hotbar there would have too much going on in one screen" With this feedback, we decided not to include hotbar.

Testers were pleasantly surprised by the description detail of items effects have they have been described as:

  • Tester 1: "The description of the item and its effects were useful to understand which item would be useful for the current context"

Result Conclusion: Based on the results of the user testing most user feedback has indicated the tasks required to perform were simple as no interaction with the collected items and inventory would last more than 2-10 seconds on average. From the bonus question of deciding whether a hotbar would be convenient in combat, our most common response was how they appreciated the simpleness of using only inventory in combat through the access of the item button and thus did not see the need to use a hotbar as it would overcomplicate the combat scenario.

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