User Testing Atlantis Sinks Game - UQdeco2800/2022-studio-1 GitHub Wiki
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- Design Style and Cohesion Guidelines Introduction
- User Testing Atlantis Sinks Game <--You're Here
- Isometric and pixelated design
- UI Design and Typography
- Main Theme and Cohesion
- Design Style and Cohesion Appendix
User testing session
User testing session conducted on October 11th by Team - 15 (special thanks to @suhasudupaa, @schmidem, @Annabel-Kennedy) to evaluate existing flaws in the design. After the initial introduction into the testing session, for better performance tasks were split into several parts. For the testing purposes, participants were asked to accomplish goals on map as well as off map. Purpose of the user testing session is to evaluate player interactions with the game.
Step 1: Introduce the game:
Atlantis sinks is PvE based game where the main character (the centaur) is fighting to protect his land. Enemies are trying to swarm the island and capture/destroy the crystal to obtain its mysterious powers. Our job as the centaur is to gather resources, invest those resources to gear up defenses and prepare to fight the enemies and protect the crystal through a series of nights.
Step 2: Playing the game. Using Think Aloud protocol
Users will be asked to think aloud as they complete the following tasks. Specifically, they will be asked to describe their thoughts and provide first impressions on the design and layout of what they’re looking at. Most data collected will be qualitative in the form of observations and their open-ended feedback. This will ensure we receive the details and depth to understand their feedback on the current design style so we can create appropriate guidelines and make appropriate changes. Such details and depth would not be obtained through qualitative data.
On map interactions
- Open the game and roam around the map
- Follow the objectives on the screen
Goals
- Get the user to play at least 1 night to find out if they can attack enemies
- Get users to buy buildings and place them
- Get user to use the guidebook
- Get user to upgrade crystal
- Get users to get a good feel of the game and how they interact with it
- Check for position of all design elements
Off-map interactivity (UI)
- Guidebook interaction testing
- Popups
- Objectives
- Shop interactivity
To summarize, after conducting user testing session, we were able to successfully identify major flaws that affected design consistency as well as clearly locate high priority elements that needed urgent attention. Full overview of the identified Design errors can be found here. Raw data is available in the appendix.