Clock Design User Testing - UQdeco2800/2022-studio-1 GitHub Wiki

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Sprint 4

Summary

Testing was undertaken regarding the design of the clock in an effort to understand a user’s beliefs, expectations, and thoughts. This was achieved during two seperate testing periods; user testing survey and in person user testing/ paper prototype.

Studio Testing

During the studio, discussions were completed with team 3 (terrain) on the initial clock design. Though no considered user testing, the findings from the disucssion allowed for an understanding to be created in regard to the elements of the clock in which may be questioned and considered further - aiming to justify design elements through questioning users in an hopes of tailoring ideas to meet user expectation and receive validation.

  • Users believed that the colour scheme should represent the day cycles more. User tester would be completed later to discover expectations associated with the different time of the day.
  • Add rust/ seaweed to the wheel, as if it had been retrieved from a ship wreck

While this was a super interesting idea and thought upon to develop further. The design of the clock did not want to become over whelming and messy with the addition of various colours. Further, user confusion did not want to be created as they speculate over the design, consequently, taking away from the main reason of its implementation. The clock aims to be effective, simple, and visually pleasing.

  • Team overall preferred the gold colour scheme in comparision to the brown wood design

User Testing

User testing was completed through a survey form, targeting those who meet the classification of the target audience. The survey recieved 16 respondants, allowing for a substaintial understanding of user expectation to be gathered. The survey mainly aimed to recieved feedback on the design and its implementation.

Key Alterations/ Findings

  • Due to user expectations, the colour associated with the different times of day was chosen by largest number of respondents who chose than colour. Therefore,
    • Dawn: Yellow, Day: Light Blue, Dusk: Orange, Night: Dark Blue
  • Findings demonstrate the validation of the implementation of a clock through users expecting this feature to be present as they progress through the game
  • The hands of the clock will run along the lines, this reduces confusion regarding understanding how the clock reads as majority expect the hands to function this way. Consequently, user expectation is met, increasing a positive experience of gameplay.
    • This finding aligns with the results from the paper prototype testing.
  • Implementation of a boss night clock sprite adds to the adrenaline and anxiety of the user. Skull will resemble the evil, which is lurking in Atlantis, while the red clock face will symbolise war and violence.
  • For this sprint, the boss night will remain the same duration despite the user expectation that it would last longer. This will no doubt be implemented within the next sprint!
  • The sailing wheel clock design will be integrated to meet user desire and increase visual appeal. Further, it makes it a bit more interesting as users can imagine it to have been retrieved from a shipwreck.
  • Further, the brown colour scheme - mimicking a wooden texture - will be implemented. Though the golden scheme is possibly more pleasing to the eye, the brown suits the surrounding UI elements, creates design cohesion which is super important.
    • This aligns with the findings gathered from the paper prototype.
  • Black boarder will be added to the clock to follow design guidelines. Also, the clock hand, day number, and dividing lines between the quarter will also be black to allow for greater differentiation and contrast - drawing users’ attention.  

Questions

  1. What colour do you associate with dawn (early morning)?
  2. What colour do you associate with day?
  3. What colour do you associate with dusk (sunset/early evening)?
  4. What colour do you associate with night?
  5. Do you believe that the incorporation of a clock within this video game style is important to tell you the current time of day and day number/ allow for users to see the next scheduled time of day?
  6. What do you believe the colours/ each quarter of the clock to represent?
  7. Referring to figure above, what does the number in the middle of the clock represent to you?
  8. How would you expect the hand of the clock to represent the first quarter of the day (day 1)?
  9. How would you expect the next spite to look after the hand of the clock clicks to the next quarter? Is there a visual change - if so, what day and what time will the clock display? (Currently the last night quarter, day 1).
  10. Do you think that the final "boss" enemy night should have a different clock design?
  11. Would you expect the final boss night to be longer in comparison to previous nights?
  12. Which clock design do you prefer?
  13. Which clock colour scheme do you believe to best complement and suit the pre-existing UI elements?
  14. Do you believe the clock should be one of the first things to catch your attention? Is it the most important feature?
  15. Do you have any overall feedback, suggestions, changes you would make?

Result Analysis

  1. Colours that participants associated with dawn: Orange: 5, Yellow: 6, Pink: 3, Purple: 2

  2. Colours that participants associated with day: Blue: 13, Green: 1, Yellow: 2

  3. Colours that participants associated with dusk: Orange: 13, Yellow: 1, Purple: 2, Pink: 1, Red: 1

  4. Colours that participants associated with night: Black: 6, Purple: 1, Dark Blue: 11

  5. 13 participants (86.7%) believed that the incorporation of a clock within the game was important and expected, while only 2 participants thought that it was unnecessary.Consequently, this validated the clock due to user expectation - intensifying the game as users are under pressure with time.

  6. All participants believed that the quarters of the clock represented the time of day – dawn (morning), day, dusk (afternoon), night. The clock intended use; some users even stated their expectation that the clock would move clockwise. These expectations will be met.

  7. Majority of participants (14) recognised that the β€˜1’ refers to the day number, while 1 user believed it to be the amount of time left in the game and one other did not know at all.

  8. 12 participants (75%) would expect the clock hand to follow the lines of the clock while 4 (25%) would expect the clock hand to move between the quarters.

  9. There was some unsureness regarding what the next sprite will entail of – 2 believed the next sprite would still be night-time. Most expected the clock to move to the next day, conveying morning. Further, users believed that the number would change from 1 to 2 – users understand how the clock rotates and what the quarters signify.

  10. 13 participants (86.75%) expect the clock to change for the final boss night, creating some differentiation and adding to user excitement and adrenaline. 2 (13.3%) believed that it would not change.

  11. Most of participants (11) would expect the boss night to last a longer duration in comparison to the previous nights while the day would consequently be shorter. This highlights their desire for an intense and high stakes game – must continue to fight and protect the city for a longer period.

  12. 10 (66.7%) preferred the sailing wheel design, while 5 (33.3%) preferred the stopwatch design.

  13. The result received from this question were very close with 5 believing that the wooden clock best complements and suits the pre-existing UI elements, while 4 believed the golden clock to suit more.

  14. 77.8% of respondents (7) believed that the clock was not the most important feature of the game and therefore, should not be the first thing to grab user attention. 22.2% believed (2) otherwise.

  15. The only significant piece of feedback received entails of darkening the lines of the quarters to allow for greater distinction between the cycles of the day.

Raw Data Results


Paper Prototyping

Testing entailed of finding non-IT related students, therefore, participants included university students from various bachelors. Despite the range of users regarding their background, study, and beliefs, the data gathered allowed for variances and/or commonalities in their expectations and desires to be obtained. Following the testing, results were analysed to group findings together and consequently, explore their possible integration within the clock design. Validation of the clock was also recieved. The users were given a brief run-down of the game regarding its objective, the storyline, and the win and lose conditions.

Key Takeaways

  • Validation of users expecting a clock to be present within this type of game and users believe it to be a somewhat important feature
  • The location of the clock will be situated top right of the screen, below the pre-existing UI buttons (back button and settings). Meets the common user expectation, in consideration to the rest of the screen – removes potential confusion
  • The hand of the clock will travel along the lines instead of in-between to represent the time of day, meeting user expectation (decreases confusion). This design choice was further validated within the survey form sent to users
  • The brown colour scheme of the clock will be incorporated, drawing user attention in a subtle way and better suits the other UI elements

Tasks & Questions

  1. Would you expect a clock to be implemented within this type of game?
  2. How important do you believe a day and night cycle clock to be?
  3. Do you believe that the clock alone should visually depict to users when enemies are coming? If so, how would you expect the clock to do so?
  4. Can you please draw an arrow on the clock to represent dawn?
  5. Can you please draw an arrow on the clock to represent the start of the night cycle?
  6. Can you please drag the clock to where you would expect to find it on the screen?
  7. What is the first thing that you notice? (Brown colour scheme clock, daytime)
  8. What is the first thing that you notice? (Brown colour scheme clock, night-time)
  9. What is the first thing that you notice? (Gold colour scheme clock, daytime)
  10. What is the first thing that you notice? (Gold colour scheme clock, night-time)

Analysis Results

  • Participants believed that the clock would just depict the time of day, there should be another asset which alerts in real time that enemies are coming – popup on the user’s screen. Some user expectation is based upon the information told in the storyboard, therefore, during the night cycle they expect enemies.
  • Majority of participants (3/4) believed the clock hand should jump from line to line, rather than travelling in between, validating previous designs.
  • User expectation that the clock travels clockwise
  • Again, majority of participants (3/4) dragged the clock to the top right corner of the screen, highlighting the user expectation – possibly created through their previous interactions with other video games.
    • One user showed slight hesitation however, all others were very quick to complete the task
  • The light colour land, green trees, and large pillar is what participants first noticed during the daytime. Then eyes travel the edge of the screen- viewing the buttons
  • The UI elements store the attention of the participants almost instantly, takes away from the game being played itself, while these are important features, they are not the most important – especially during the night when they must defend the crystal and kill enemies.
    • This is related to the shader, which is implemented within the night-time – should be revised to lessen intensity

Raw Test Results & Photographs

User 1

  1. Yes, would expect a clock considering the enemies spawn at night. Would want to know when they are coming so they can prepare.
  2. It is important, also would visually represent how long each cycle goes on for in comparison to one another
  3. I don’t think that it is necessary
  4. Middle line, before the light blue quarter and after the dark blue quarter
  5. The line separating the dusk and night
  6. Top right, no hesitation
  7. The land as it contrasts against the blue water, eyes run over all the objects on the land. Trees grab my attention
  8. Buttons surrounding the border of the screen, they pop against the dark blue colour. Especially the elements with yellow
  9. The land, the brown buttons on the bottom of the screen and the gold clock
  10. The gold clock, really strong contrast and considering its size. Kind of overpowers the screen

User 2

  1. Yes
  2. How am I supposed to know how long I must continue to fight the enemies before it is the next day. Maybe a stopwatch timer countdown
  3. Could, doesn’t have to be the clock. Could have something else to alert the users
  4. Took a little bit of time to understand the colours of the clock and what time of day they symbolise. Did not agree with the colour choices. Eventually placed clock hand between the supposed to be night and dawn – able to do this as they assumed the cycle
  5. Recognised the dark blue to be night, in-between dusk, and night
  6. Left of the screen in the middle, this is where the rest of the UI elements are located
  7. The light-coloured land, the green tree
  8. The UI buttons, the land is the last thing that I notice
  9. Same thing as in the other one, the land and the green tree, then the golden clock
  10. The clock catches attention first, pops against the dark colour and then the two middle sized buttons on the bottom. The land I hardly notice, probably even more so now than the other as the gold is so bright – takes away from other components

User 3

  1. Yes, visualise how long each cycle is
  2. Important but not the most important thing
  3. I guess, storyboard will tell users when the enemy attacks – at night
  4. Quick – no hesitation. Hand placed within the quarter of dawn
  5. Once again, quick. Similarly, the hand was placed within the quarter
  6. Top right – no confusion or hesitation
  7. Green tree is the first thing to catch attention, then the large pillar
  8. Clock, the UI elements in general lining the outside of the screen
  9. Once again, the green tree and pillar catches attention first
  10. User was quick to mention the clock and the shop icon (located bottom right)

User 4

  1. Yeah, you build during the day and fight at night – would expect a clock to tell them what the next cycle is/ general idea of how long each is
  2. Basically, what I said above
  3. The storyboard would tell me when the enemies come, so I guess that I know they come at night and would then expect them then. The clock tells me when it is night, maybe a popup? Like from plants vs zombies
  4. Between the allocated night and dawn quarters, on the line
  5. Between the allocated dusk and night, on the line
  6. Top right – located with ease, no confusion
  7. The white land and large brown buttons (shop and chest)
  8. Yellow tips on the clock, buttons below. I notice that there is something in the middle of the screen, but my eyes glance over it initially
  9. The bright gold clock, then the green tree, and white land
  10. The clock – difficult to miss, then the health and crystal life status

Sprint 4 User Testing

The objective of the testing session was to gain insight into the implemented day and night cycle, specifically the shade values. This was achieved through two session of testing, pre user testing which commenced prior to any work had been done to understand areas of improvement. Consequently, changes were applied because of the results obtained and the analysis. Then post user testing was completed – after the features had been developed, it was essential to check if users still responded to the cycle in a positive way.

The two sessions of testing included each time of 5 participants who fit the target audience description. This allowed for variances and/or commonalities in user expectations and desires to be obtained.

Pre User Testing

Key Alterations

  • Adjustment of the shader day and night values
    • Night-time: change to a less intense dark blue, lighter
    • Day: Reduce the brightness
    • Dusk & Dawn: Similar however dawn may be a lighter shade
  • Implement a smooth transition between the cycles, more of a pleasant experience

Analysis

  • Users use the clock to help differentiate between the cycles
  • Several users found it somewhat difficult to see at night as it was so dark, creating tension and annoyance as they are unable to see entities properly. This may possibly lead to the end of their game play – either as of frustration or defeat
  • Overall, cycle features were received well, and users interacted with it as expected

Questions

  1. Observing the sprites, how do you know the time of day it is?
  2. During the night cycle, are you able to clearly see the map and the entities present?
  3. Feedback/ comments?

Raw Results

User 1

  1. The hand of the clock and the shader on the screen, darkest screen is night-time, light screen is day
  2. It is difficult, I must really concentrate – surrounding buttons draw my attention
  3. Make night-time not so dark, I would find it difficult to see enemies at night – make it dull

User 2

  1. The time of the clock – colours of the quarters help signify. Also, the darkness/ lightness of the screen
  2. Not able to clearly see the map and entities at night
  3. Day is very bright, adjust the shade values

User 3

  1. The screen colour – dark (night) lighter (dawn/ dusk)
  2. Very difficult – should make it not so dark, shouldn’t be a challenge
  3. Overall, pretty good, change the colour intensity of the cycles. May change the hue of the shade (dusk: pink hue, day, light blue hue, dawn: orange hue, night: darker blue hue)

User 4

  1. Instantly the shade of the screen – dark (night) then the clock is a dead give away
  2. Not easy to see, would be frustrating and annoying. Unnecessary being that dark
  3. Adjusted the night and daytime colours

User 5

  1. The colours of the screen and the clock
  2. Too dark, difficult to see daytime is very bright
  3. Make colours more appropriate, more user friendly and visually appealing.

Post User Testing

Analysis

  • User recieved and interacted with the cycle transition, found it to be not as abrupt as what was previously implemented. Smoother, more enjoyable experience. The lighter to darker fade transition was expected from users considering it replicated what happens in real life
  • Most user were okay with how dark the night time cycle was, some thought it was a little too dark however, the blue tone was recieved well
    • For furter iterations, could be able to reduce the darkness - just by a small amount.

Questions

  1. Observe the day and night cycle transition, any comments?
  2. During the night cycle, are you able to clearly see the map and the entities present?
  3. Do you believe the shades of the screen to appropriately represent the day and night cycle? If not, what would you change?

Raw Results

User 1

  1. Enjoy the transition, not harsh, replicates life appropriately
  2. Yes, possibly a little too dark but it is night-time – would expect this
  3. Yes, shade and subtle transition between the cycles is appropriate and expected

User 2

  1. It’s a nice effect, executed well
  2. Yes, can see everything clearly – it is night-time, going to be darker and consequently a little harder to see
  3. Yes, good representation

User 3

  1. Much better than the previous abrupt transition, able gage the time better
  2. Yeah, able to see the entities, likes the blue tone implemented
  3. Yes, agrees that they represent the cycle times correctly – how they would expect it to look like

User 4

  1. Quite a large jump in the transition between the dusk and night-time cycle
  2. Yes somewhat, possibly a little dark
  3. Able to recognise the time of day, dusk and dawn is similar though not a problem – refer to clock

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