Sprint 3: Safehouse Design Testing - UQdeco2800/2021-studio-6 GitHub Wiki
Overview
In designing the shop screen, we utilised the iterative design method, which requires user testing to determine what users actually think about the design. Iterative design is relatively quick to create, and it is cost-effective to improve the design. Therefore, we can create a better design that suits the game theme and accord with users' expectations.
Testing Process
User Brief
Before testing the user will be told about how they will be giving feedback on the designs for a game that is pixel art. They will also be told about aspects of the game world and specific design purposes but that will be in later testing.
User Tasks
The Users tasks will involve showing the player designs and requesting their feedback on them (as well as asking their preferences between alternatives). In order to ensure actionable/useful answers are given due to the very freeform nature of such testing, the tester will ask specific questions. These questions will be asked in stages to get user assumptions based on the designs both in and out of context. Though the in-context information will be more actionable, the general information will help in developing the final design in an appropriate way.
Question Lists:
- What do you think about the shop in general? What do you think about the colour scheme? What do you think about the layout?
- Do you think the player should have the ability to navigate the shop?
- Where do you think the NPC will be?
- Do you have any recommendations for the shop design?
Design
Participant #1: Significant observations and feedback on Original Design
- The colour is a little be too dark. Since we are in the safe house we don't need to create a sense of pressure from the darkness.
- The (original) design does not match the top-down view of the whole game.
- It is nice and clear. I can understand I am in the safe house/shop.
- Yes, the player definitely needs to have the ability to navigate around the room.
- The NPC can be placed by the counter.
Participant #2: Significant observations and feedback on Original Design
- The colour scheme is fine.
- The NPC can be placed by the counter.
- Yes, the player definitely needs to have the ability to navigate around the room.
- It is fine to be a side-view design since we are on a different screen. The side-view design makes sense to a shop because it needs to display items.
Participant #3: Significant observations and feedback on Original Design
- It is better to implement a top-down view. Also, the design style does not match the style of the whole game
- It is better for the door to be at the top of the image.
- Yes, the player definitely needs to have the ability to navigate around the room.
Participant #4: Significant observations and feedback on Final Design
- The colour scheme is better than the one before.
- I love the details in the design, such as the buckets, boxes and the small plant
- The layout is nice and clear.
Evaluations
Common Issues & General Options for improvement:
- The viewpoint was not according to the general game design.
- The colour is a little bit dark
- The resolution for the floor is too high
Currently Actionable Improvements
- Redo the design and make the viewpoint from side-view to top-down.
- Change the position of the door from the side and the top of the image.
- Make the colour brighter