Collected Feedback from User Testing Session - UQdeco2800/2022-studio-1 GitHub Wiki
Navigation / Quick Links
- Design Style and Cohesion Guidelines Introduction
- User Testing Atlantis Sinks Game
- Isometric and pixelated design
- UI Design and Typography
- Main Theme and Cohesion
- Design Style and Cohesion Appendix
- Collected Feedback from User Testing Session <--You're Here
User testing data insights
In total during the user testing session all participants were required to complete 9 tasks. This helped to derive a lot of valuable data which we used to summarize our findings and present them in a new Design Style and Cohesion Guidelines in a form of rules that exist to improve the game in terms of consistent design style and cohesion.
| Task 1: Start the game and read the prologue | |
|---|---|
| Observations | |
| **User 1 | like stuff in front object positioning** |
| Make main character more focus in comparison to pillars | |
| Don’t need black line on the end there, already pretty obvious | |
| Still readable with black in the background | |
| Crab placement is awkward in stone scene humiliated | |
| Differentiated enemies | |
| User 2 | font wise- g looks an i |
| Reminds of mine craft in a good way | |
| Press n to next secktl | |
| Continue iffy wording | |
| User 3 | design could see pictures, following the story |
| User 4 | |
| Task 2: Explore the map using the keys | |
| Observations | |
| User 1 | like the water and the movement |
| Palm trees pillars and clams are good | |
| Like character | |
| Didn’t realise you could go in water | |
| Subset for nighttime warnings, yellow orange lighting | |
| User 2 | NPC looks really small in comparison |
| Shell looks too big | |
| Pillar good size | |
| Thought shells were resources | |
| Did not realise transition between day and night surprise | |
| Can’t see night | |
| User 3 | not into games |
| It doesn’t look like an island exactly | |
| Still night space | |
| Suprised by night mode | |
| Unsure of what to do or objectives | |
| User 4 | |
| Task 3: Access the guidebook and locate information on how to buy buildings in the shop and how to place it. | |
| Observations | |
| User 1 | thought guidebook was element in game not button |
| Like graphics on inventory | |
| Asked where was placing buildings — under inventory | |
| User 2 | hard to find on night mode |
| Clicked on inventory first | |
| Got guidebooknsend try | |
| Book icon | |
| Double the spacing | |
| Content feels visually too condensed | |
| Add page numbers | |
| Add hot links (even if flip pages for you) | |
| Cool | |
| User 3 | button was clear and helps |
| A lot of writing on the pages, not sure if all necessary for user | |
| Wouldn’t really read if playing | |
| Table of contents good in beginning | |
| User 4 | |
| Task 4: Explore the various equipment you can buy in the shop | |
| Observations | |
| User 1 | Put in placing buildings rather than inventory |
| Looks like a book, flicks well | |
| Make content page clickable to skip to section | |
| If you could put a | |
| User 2 | clicks on carousel to pick item |
| Arrow of going back too small crap | |
| Looking in shop to put the wall down | |
| Does not understand to go to inventory, needed prompting | |
| User 3 | |
| User 4 | |
| Task 5: Buy a basic wall and place it on the map | |
| Observations | |
| User 1 | maybe if you could put a dollar sign for shop |
| Inventory— first cut to click arrows buy the tools, did not notice section | |
| Layout makes sense | |
| Asked does area around it clear | |
| User 2 | nighttime is a bit dark |
| User 3 | understood shop button right away |
| Aesthetics is a bit dark | |
| Reminds of old and 90s sort of game | |
| Very nostalgic | |
| Style is not very Ancient Greek vibes | |
| Pop up screen thoughts - is relatively clear but confusing with buttons vs headings. A bit cluttered | |
| User 4 | |
| Task 6: Turn the sound off. | |
| Observations | |
| User 1 | |
| User 2 | sound off quick |
| Confused about UI scale function (make naming better) | |
| Sound off button not responsive not mute | |
| User 3 | clear to find sound |
| Page improvements - matches perfectly | |
| Colours good | |
| Maybe make bigger | |
| User 4 | |
| Task 7: Explore achievements. | |
| Observations | |
| User 1 | achievement buttons clear |
| Like the design, make font a bit bigger | |
| Move the icons to the left and make the text bigger | |
| Fix the scale of the lock buttons so it doesn’t look like it’s stretch | |
| User 2 | |
| User 3 | achievements button clear |
| Page pretty clear and not cluttered | |
| Aesthetics matches shop | |
| User 4 | |
| Task 8: Attack enemies during the first night cycle | |
| Observations | |
| User 1 | |
| User 2 | |
| User 3 | |
| User 4 | |
| Task 9: Save the game | |
| Observations | |
| User 1 | at the top, nice and clear— universal save button |
| User 2 | saved good |
| User 3 | easy and clear |
| Overall game is all pretty clear, make it more Ancient Greek | |
| User 4 |