Collected Feedback from User Testing Session - UQdeco2800/2022-studio-1 GitHub Wiki

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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