Health Regeneration User Testing - UQdeco2800/2021-studio-2 GitHub Wiki

Session Plan

  • Session run by: Krista Bradshaw
  • Studio and game name: Studio 2 Last to Valhalla
  • Feature team name: Team 3
  • Location of testing: various rooms @ UQ and home
  • Number of participants: 3 (2 x non IT/DECO university student + middle aged adults)

Background

These user tests, conducted near the end of sprint 2, are to test most importantly the intuition of the health regeneration mechanics as well as the design of the barrel and potion. We want the user to be playing the game, notice the barrel and assumed they should attach it to retrieve something. The gaining of the health potion should be a satisfying and rewarding surprise.

Aims & Objectives

Aim Notes
I want to determine if the barrel and health potion actions are intuitive. It should be fairly obvious to the user that the barrel should be attacked numerous times before breaking. After the barrel breaks the user should stop onto the potion in order to regain health. Testing these features by having the user play the game and asking them to think aloud will indicate if these actions are intuitive enough or if not and the user is confused or simply ignores the barrel.
I want feedback from testers to see if the assets used suit the style of the game, and how they could be improved. I plan to ask questions about the various assets within the game (mainly the barrel and potion) to gain insight on the cohesion of the games design.

Prototype

The prototype for this testing session is just the up to date version of the game. The user can play and explore the game as is.

Testing Approach

  1. Explain game’s overarching backstory and setting to tester.
  2. Briefly explain the movements controls to play the game.
  3. Ask the player to think aloud throughout the entire testing session.
  4. Begin the game and let the player get comfortable with the game area.
  5. Ask the player to explore the game area and interact with the items.
  • Observe, looking for confusion, and in particular, seeing if they attack the barrel.
  1. After some time if the user does not attack the barrel, tell them to.
  2. Allow the player to finish the game.
  3. Interview:
  • Why did you/did you not attack the barrel?
    • Aims to understand the users thought process surrounding the item.
  • What did you expect to happen after the barrel had broken?
    • Aims to ensure the player will attack the barrel with intention.
  • What did you expect to happen after you collected the potion?
    • Aims to ensure the player will collect the potion in order to extend their game life i.e. wanting to play on longer.
  • Did you feel the barrel/potion designs suit the game area? / Do they look out of place?
  1. Ask the tester if they have any questions about the test, or the game.
  2. Thank the tester for their time and input.

Evaluation Analysis

General Feedback Why did you/did you not attack the barrel? What did you expect to happen after the barrel had broken? What did you expect to happen after you collected the potion? Did you feel the designs suit the game area?
Tester 1 Advised them to try attacking barrel after dying twice “I thought it was just decoration like the tree” “I thought it would just break or maybe you would get some wood or something” “Probably either add or steal your health” “potions are mostly bad I think” “Yes, but maybe a different coloured potion would be better” “maybe a label so it’s clearer”
Tester 2 Walked past barrel then went back to try and attack it “Should I keep hitting” after one bounce “Seems like something that may have something else inside it. Games normally do that” “Would probably break and reveal something inside” “Was a bit confused about how many times I should hit it though” “Health potion. there’s not really much else it could be” “Yeah they look similarly pixelated to the other stuff like the trees”
Tester 3 Tried attacking every item they went near “I was just attacking everything and then it bounced so I kept going” “Pretty obvious something would be in it” “I didn’t know what thought” “Well its red and in most videos games red means lives so I was probably thinking an extra life” “Yeah they look sort of cute and pixelated like everything else”

Testing showed overall positive feedback. It seemed that the barrel and potion actions proved to be pretty intuitive. Tester 1 faced some confusion about whether or not the potion was a good thing and suggested changing the colour. Our team had a discussed regarding the colour and landed on red for the same reason as tester 3 – red alludes to hearts/lives/health in most video games. There seemed to be a bit of confused on how many times the barrel had to be hit. This is something that could be made clearer in further iterations by for example having the barrel look slightly more deteriorated after each hit. All users were confident that the barrel and potion designs were appropriate for their roles as well as the general design of the game. Deciding to go with a barrel over a crate was proven to be a smart choice.