Sprint 4 User Testing: Sound Effects - UQdeco2800/2021-studio-6 GitHub Wiki

Methodology

Overview

The purpose of sound effects is to immerse the player into the story. It should evoke the theme of the game, being post-apocalyptic 'Ragnarok' racer while also providing feedback for in-game actions, player or otherwise.

This user testing activity will test the effectiveness of each sound effect within the context of the game. This builds on the informal testing of Sprint 3. We want their opinion on:

  • Relevancy: How well does it depect the performed action.
  • Immersion: How well does it fit into the post-apocalyptic theme.
  • Detectable: How easily can it be heard from other over-lapping sounds (ie. background music, other sound effects triggered simultaneously)
  • Nuisance: Is the sound annoying?

Setting up the environent is as follows.

  • Stage 1: Sound Effects on it's own.
    • SFX are isolated from the Background Music (PC Volume = 100%, Music Volume = 0%, SFX Volume = 100%)
    • Guided Design Walkthrough
      • Test coordinator plays the game, demonstrates all actions and prompts participant for feedback.
      • Take care as to distinctly perform only one action at any time.
  • Stage 2: Sound Effects in the game.
    • SFX and Background Music enabled (PC Volume = 50%, Music Volume = 50%, SFX Volume = 50%)
    • Think aloud: Participant plays the game themselves, coordinator prompts regularly for their opinion.

Justification

Sound effects are typically one second long, some 3 seconds, some 0.5 second. It's important to

The user testing is split up into two stages. Stage 1's purpose is to brief the participant on the sounds that are implemented into the game (ie. awareness). Feedback is useful in this stage to identify any surface level issues; ie. noise in the recording. This is because sound effects, at the current moment, are the same asset for all levels. The test coordinator plays the game, since they should be aware of all the possible actions the player can take, and the specific sound effect that is triggered.

The second stage is more important, as we now can explores the four categories listed above. There is the context of gameplay, which should immerse the participant into the environment. It's important to repetitively ask the participant for their opinion as to get them to actively think of the sound effect. Since most sound effects are typically one second long, the participant can easily forget about them.

Testing

Group Participants #1, #2, #3

  • Liked the bandage use, clear and loud.
  • Noticed picking up items
  • Too quiet volume for attack, dash, compared to bandage use.
  • All sound effects fit the theme of the game, "they all sound realistic"
  • Stage 2, most sound effects are way to quiet. All however are relevant and help them figure out what's going on.

Participant #4

  • Bandage use "was awesome", reminded of FPS games
  • Picking up items sort of generic, fine though.
  • Dash sounds weird, wants a "fuller sound" like the sword swing
  • Most sound effects way too quiet, especially for 100%
  • Stage 2
    • can hardly hear the sword swing, dash. Way too quiet.
    • loud and clear for item-pickup, bandage use.

Evaluation

Common issues identified

  • Most assets were relevant to the game
  • Volume too quiet

Actions taken

  • Adjust volume by amplifying necessary sound tracks.