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Games User Research


                b.lewis.evans@rug.nl




           Ben Lewis-Evans
b.lewis.evans@rug.nl
@ikbenben
XBL: Gortag
PSN: LaglGortag
Steam: laglgortag
b.lewis.evans@rug.nl
@ikbenben
Today
 What is Games User Research?
 User Research & Evaluation
  Methodology
QA

 Testing the game
  (bugs, technology,
  etc)
GUR
   Examining the
            player
      Fun & user
      experiences
Fun
  What is fun?
    Easy to use
    Challenging
    Emotional impact
    Engaging
    Compelling
    Relaxing
  It is subjective!
Sometimes fun      High Activation   Often fun




  Unpleasant                         Pleasant




                    Low Activation
Almost never fun
General tips
  Get (enough)
   representative users
  The game is being
   tested, NOT the user
  Work out what you
   want to know
General tips
  Test as early as
   possible, fix problems,
   & then test again
   (RITE)
  Listen to problems,
   not necessarily
   solutions
  Not (primarily) for
   balance & bugs, but
   for fun!
  Impact evaluation is
   different from general
   GUR
http://www.polygon.com/2012/10/24/3538296
  /data-entry-risk-management-and-tacos-
         inside-halo-4s-playtest-labs
Research Methods
Focus groups
  6-10 people
  Lead by a facilitator
    Specific questions
  Try the
   game/discuss
   potential ideas
  Talk about it
Focus Groups
  Pros
    More people can = more feedback
    Gets everyone together in one place
    Follow up questions
    Good for discussing concepts


                 Cons
                   You need a good facilitator
                   Strong voices may take over
                   Too many “helpful” suggestions
                   What people say is not often
                  what they do
                   Not for evaluation of impact
Heuristic Evaluation
  Expert evaluation (very loosely like
 a game review)

    Are clear goals provided?
    Are players rewards meaningful?
    Does the player feel in control?      Is the game and the outcome
    Is the game balanced?                  fair?
    Is the first playthrough and first    Is the game replayable?
    impression good?                       Is the AI
    Is there a good story?                 visible, consistent, yet
    Does the game continue to              somewhat unpredictable?
    progress well?                         Is the game too frustrating?
    Is the game consistent and            Is the learning curve too steep
    responsive?                             or too long?
    Is it clear why a player failed?      Emotional impact?
    Are their variable difficulty         Not too much boring
    levels?                                 repetition?
                                           Can players recognise
                                            important elements on screen?

                                                      (Christina et al 2009)
Heuristic Evaluation
  Pros
    Smaller numbers
    Experts are experts      Cons
                                You need experts
                                Which heuristics
                                 to pick?
                                Experts are
                                 experts
Questionnaires &
surveys
 During gameplay
  (at or after set
  moments)
   After gameplay
   Ask for what
    interests you
     Allow for some
      open ended
      answers
I can’t show the whole scale here. If you want the GEQ go to
                 http://www.gamexplab.nl/




Game Experience Questionnaire (GEQ)
http://www.gamexplab.nl/
The MANIKIN scale
The Affect Grid
Custom Questionnaire
How to design a
questionnaire
 1. Work out what you
  want to know
 2. Design the
  questions/statements
 3. Create the
  questionnaire
 4. Test the questionnaire
1. Work out what you
  want to know
 Brainstorm, make lists,
  look at your design
  documents
 Then cut it down
   Only what you need to
    know
   Aim for no more than
    15 minutes
2. Design the questions/statements
              Questions vs Statements




Questions are good for gaining
information (age, ratings of fun,
etc)

How much fun did you have in
 the last quest?
    1–2–3–4–5-6-7
   None                 A lot
2. Design the questions/statements
              Questions vs Statements




Statements are good for
assessing attitudes
 i.e. agreement with an idea

The last quest was a lot of fun
    1–2–3–4–5-6-7
 Strongly           Strongly
  agree             disagree
2. Design the questions/statements
 Use clear, everyday language


 I really felt like I identified with the
 motivations of the main protagonist in the
 game

 The main character in the game was just
 like me
Can players identify
these enemies by
name?

Consider visual aids
Without images would your players
know a M4A1 from a G36C?
2. Design the questions/statements
                  Closed or Open?




Indicate your agreement with the following
statement

This is one of the best research methods
lectures I have ever attended:
        1        2      3      4      5
    Strongly –   Agree –   Neutral – Disagree – Strongly
     Agree                                     Disagree
2. Design the questions/statements
                 Closed or Open?




What was your favourite weapon, and why?
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
_________________________________________________________
 Yes/No, Male/Female, True/False
           Direct & precise, not very data rich




2. Design the questions/statements
 Scale:
   Dichotomous
 Place a mark along a continuum
                 Data rich, a bit vague




2. Design the questions/statements
 Scale:
   Continuous
 Interval: 1 – 2 – 3 – 4 – 5, etc
                    Good data, quite specific




2. Design the questions/statements
 Scale:
   Interval
2. Design the questions/statements
 Scale
   Be consistent
   Problem with lazy responding?
      Use a trick question/statement
     e.g. “Agree with this statement”
  - Use even spacing
    1 2      3    4 5

  1   2   3   4   5
2. Design the questions/statements
 Both the question/statement and the scale
  should be clear, and exhaustive

What education do you have?
    Primary School
    Secondary School
    Bachelors
    Masters
2. Design the questions/statements
What is your highest completed level of
 education?
    Primary School
    Secondary School
    Trade School
    Bachelors
    Masters
    PhD
    Other:______________
2. Design the questions/statements
 Free vs Forced choice

 What game types do you enjoy (select as
 many as you like)
                    vs
 What is your favourite game type (select
 one)
2. Design the
  questions/statements
 Clear, and exhaustive
   Only a single concept/question
   Not leading
     “This game was fun, how fun
      was it?”
   Not loaded
     “People with bad co-
      ordination typically do badly
      in our game, how did you do?”
3. Create the questionnaire
 Paper vs digital
 Question order
   Number the questions
   Easy questions at the start
   Don’t lead/cue/give away
  later answers
Qualtrics survey system
http://www.qualtrics.com/
4. Test the questionnaire
 Give it to a few people to
  fill in
   No plan survives first
    contact with the
    participants
   Revise
 Yes/No, Male/Female, True/False
           Direct & precise, not very data rich




2. Design the questions/statements
 Scale:
   Dichotomous
(sometimes?)
Neutral/Neither?
Never   Seldom Sometimes Often   Always
Disagree   Agree
   Questionnaires & Surveys
     Pros
       Consistent
       Quantifiable
       Fast
     Cons
       Lack follow up
       Not objective
       Need a large(ish) sample
Interviews
  1. Setup
  2. During an interview
  3. After the interview
Conducting an Interview
 1. Setup
   Chose a good setting
     Comfortable with few distractions
   Only one or two people
   Explain why you are interviewing them
     Again, about the game, not them
   Tell them how long it will take
   Get permission to record the interview
Conducting an Interview
1. Setup
    Have some set questions
    Ask follow up questions
      Don’t be confrontational
Conducting an Interview
 1. Setup
   The same rules as for in a
    questionnaires
     Not leading, neutral, not loaded,
    clear, only one meaning
     Avoid questions that can be
    answered with yes or no
   Start with easy questions
Conducting an Interview
 2. During the interview
   Only one question at a time
   Encourage responding
     Head nodding, “ah huh”
   But don’t let them go off on a
  tangent for too long
Conducting an Interview
 2. During the interview
   Be as neutral as possible
     “Act as if you have heard it all
      before”
   Careful with note taking
     People are suspicious of
      interviewers
   End with an opportunity for
    interviewees to add anything
    they would like
Conducting an Interview
 3. After the interview
   If you have time make a
    transcript
   Look for common threads in
    what people say
     Group into themes
     May point issues you may have
      never expected
   Interviews
     Pros
       Rich data
       Can follow up
       Good for scope
     Cons
       Less quantifiable
       Time consuming
       Not objective
Observation studies
  Watch/Record
  Either with a
   facilitator or without
    Facilitator must be
     as hands off as
     possible
  Watch faces/body for
   emotion
  Only write down what
   you actually see!
>Test scripts
  Like a recipe for a
   delicious cake, these lay
   out how the test will go
    Order of events
    What the tester should
     do and say, and when
    Clear and precise
      Could anyone follow
       the instructions and
       carry out a test?
    Ensures consistency!
Contextual Inquiry (field
studies)
  Similar to formal
   observational studies
  In the wild
    Observing real use in
     the real environment
  Better once a game is
   released
    Or similar games
  Useful for evaluation
Think out loud
 Observe gameplay, and
 note down what they say &
 when they say it
   Don’t prompt them, and
   don’t correct them
YOU DON’T COME IN THE BOX WITH THE
              GAME
Observation studies
  Pros
    Objective data
      i.e. You see what players actually DO,
       not what they say they would do
    Facilitator can help if really needed




           Cons
             Time consuming to analyse video
             Training required to get the best out of
              observation (especially for emotion)
               Avoid Observer Bias
Gameplay Metrics
  Observation via
   game data
    Number of
     incidents
    Where, when,
     and how they
     occurred and
     with who or
     what?
http://engineroom.ubi.com/game-telemetry-
with-playtest-dna-on-assassins-creed/
http://engineroom.ubi.com/game-telemetry-
with-playtest-dna-on-assassin%E2%80%99s-
creed-part-2/
http://engineroom.ubi.com/game-telemetry-
with-playtest-dna-on-assassins-creed-part-3/
Gameplay Metrics
  Pros
    Objective data
    Good for evaluation
    See trends
  Cons
    Time consuming
    No subjective
     feedback/context
    Needs larger sample
     sizes
    Data overload
Biometrics/psychophysiology
  Measuring body signals:
    From the Brain (EEG), the
     Heart (EKG), the muscles
     (EMG), the eyes
     (eyetracking), the skin
     (EDA), etc
  The body gives clues into
   cognition, and emotion
Biometrics/psychophysiology
  Pros
    Gives objective quantifiable
     data
    Allows for continuous data
     recording



                Cons
                  Invasive
                  Costs a lot of time & money to
                   use & analyse
                  Problems with specificity,
                   artefacts, inference and validity
Summary
  Many options
  In most cases I recommend:
    Observation
      Objective data & insights
    After play (between level)
     questionnaires
      Specific questions & subjective
       feedback
        WARNING: People don’t often do
         what they say
    Metrics are great for evaluation,
     tweaking, issues, & insights
Summary
   Don’t wait until the game is
    almost finished for GUR
     It is easier to change &
      plan things early in the
      process
   Listen to what people say
    is wrong/right, don’t worry
    too much about what they
    suggest to do to fix it
     You are the game
      designer
Credits

 All the copyright holders of the
   images I have used
 A rough primer to user research
   (parts 1 & 2)
   http://www.gamasutra.com/view/fe
     ature/169069/
   http://www.gamasutra.com/view/fe
     ature/170332/
 Christina et al 2009
   http://mi-lab.org/wp-
     content/blogs.dir/1/files/publicatio
     ns/uxInGames_Koeffel_et_al.pdf
 Special thanks to the GUR-SIG for
   their feedback and inspiration
Questions?




XBL: Gortag
PSN: LaglGortag
Steam: laglgortag
b.lewis.evans@rug.nl
@ikbenben

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Intro to Games User Research Methods - March 2013

  • 1. Games User Research b.lewis.evans@rug.nl Ben Lewis-Evans
  • 3. XBL: Gortag PSN: LaglGortag Steam: laglgortag b.lewis.evans@rug.nl @ikbenben
  • 4. Today  What is Games User Research?  User Research & Evaluation Methodology
  • 5. QA  Testing the game (bugs, technology, etc)
  • 6. GUR  Examining the player  Fun & user experiences
  • 7. Fun  What is fun?  Easy to use  Challenging  Emotional impact  Engaging  Compelling  Relaxing  It is subjective!
  • 8. Sometimes fun High Activation Often fun Unpleasant Pleasant Low Activation Almost never fun
  • 9. General tips  Get (enough) representative users  The game is being tested, NOT the user  Work out what you want to know
  • 10. General tips  Test as early as possible, fix problems, & then test again (RITE)  Listen to problems, not necessarily solutions  Not (primarily) for balance & bugs, but for fun!  Impact evaluation is different from general GUR
  • 13. Focus groups  6-10 people  Lead by a facilitator  Specific questions  Try the game/discuss potential ideas  Talk about it
  • 14. Focus Groups  Pros  More people can = more feedback  Gets everyone together in one place  Follow up questions  Good for discussing concepts  Cons  You need a good facilitator  Strong voices may take over  Too many “helpful” suggestions  What people say is not often what they do  Not for evaluation of impact
  • 15. Heuristic Evaluation  Expert evaluation (very loosely like a game review)  Are clear goals provided?  Are players rewards meaningful?  Does the player feel in control?  Is the game and the outcome  Is the game balanced? fair?  Is the first playthrough and first  Is the game replayable? impression good?  Is the AI  Is there a good story? visible, consistent, yet  Does the game continue to somewhat unpredictable? progress well?  Is the game too frustrating?  Is the game consistent and  Is the learning curve too steep responsive? or too long?  Is it clear why a player failed?  Emotional impact?  Are their variable difficulty  Not too much boring levels? repetition?  Can players recognise important elements on screen? (Christina et al 2009)
  • 16. Heuristic Evaluation  Pros  Smaller numbers  Experts are experts  Cons  You need experts  Which heuristics to pick?  Experts are experts
  • 17. Questionnaires & surveys  During gameplay (at or after set moments)  After gameplay  Ask for what interests you  Allow for some open ended answers
  • 18. I can’t show the whole scale here. If you want the GEQ go to http://www.gamexplab.nl/ Game Experience Questionnaire (GEQ) http://www.gamexplab.nl/
  • 22. How to design a questionnaire 1. Work out what you want to know 2. Design the questions/statements 3. Create the questionnaire 4. Test the questionnaire
  • 23. 1. Work out what you want to know  Brainstorm, make lists, look at your design documents  Then cut it down  Only what you need to know  Aim for no more than 15 minutes
  • 24. 2. Design the questions/statements  Questions vs Statements Questions are good for gaining information (age, ratings of fun, etc) How much fun did you have in the last quest? 1–2–3–4–5-6-7 None A lot
  • 25. 2. Design the questions/statements  Questions vs Statements Statements are good for assessing attitudes i.e. agreement with an idea The last quest was a lot of fun 1–2–3–4–5-6-7 Strongly Strongly agree disagree
  • 26. 2. Design the questions/statements  Use clear, everyday language I really felt like I identified with the motivations of the main protagonist in the game The main character in the game was just like me
  • 27. Can players identify these enemies by name? Consider visual aids
  • 28. Without images would your players know a M4A1 from a G36C?
  • 29. 2. Design the questions/statements  Closed or Open? Indicate your agreement with the following statement This is one of the best research methods lectures I have ever attended: 1 2 3 4 5 Strongly – Agree – Neutral – Disagree – Strongly Agree Disagree
  • 30. 2. Design the questions/statements  Closed or Open? What was your favourite weapon, and why? _________________________________________________________ _________________________________________________________ _________________________________________________________ _________________________________________________________ _________________________________________________________ _________________________________________________________ _________________________________________________________ _________________________________________________________
  • 31.  Yes/No, Male/Female, True/False  Direct & precise, not very data rich 2. Design the questions/statements  Scale:  Dichotomous
  • 32.  Place a mark along a continuum  Data rich, a bit vague 2. Design the questions/statements  Scale:  Continuous
  • 33.
  • 34.  Interval: 1 – 2 – 3 – 4 – 5, etc  Good data, quite specific 2. Design the questions/statements  Scale:  Interval
  • 35. 2. Design the questions/statements  Scale  Be consistent  Problem with lazy responding?  Use a trick question/statement e.g. “Agree with this statement” - Use even spacing 1 2 3 4 5 1 2 3 4 5
  • 36. 2. Design the questions/statements  Both the question/statement and the scale should be clear, and exhaustive What education do you have? Primary School Secondary School Bachelors Masters
  • 37. 2. Design the questions/statements What is your highest completed level of education? Primary School Secondary School Trade School Bachelors Masters PhD Other:______________
  • 38. 2. Design the questions/statements  Free vs Forced choice What game types do you enjoy (select as many as you like) vs What is your favourite game type (select one)
  • 39. 2. Design the questions/statements  Clear, and exhaustive  Only a single concept/question  Not leading  “This game was fun, how fun was it?”  Not loaded  “People with bad co- ordination typically do badly in our game, how did you do?”
  • 40. 3. Create the questionnaire  Paper vs digital  Question order  Number the questions  Easy questions at the start  Don’t lead/cue/give away later answers
  • 42. 4. Test the questionnaire  Give it to a few people to fill in  No plan survives first contact with the participants  Revise
  • 43.
  • 44.  Yes/No, Male/Female, True/False  Direct & precise, not very data rich 2. Design the questions/statements  Scale:  Dichotomous
  • 45.
  • 47. Never Seldom Sometimes Often Always
  • 48. Disagree Agree
  • 49. Questionnaires & Surveys  Pros  Consistent  Quantifiable  Fast  Cons  Lack follow up  Not objective  Need a large(ish) sample
  • 50. Interviews 1. Setup 2. During an interview 3. After the interview
  • 51. Conducting an Interview 1. Setup  Chose a good setting  Comfortable with few distractions  Only one or two people  Explain why you are interviewing them  Again, about the game, not them  Tell them how long it will take  Get permission to record the interview
  • 52. Conducting an Interview 1. Setup  Have some set questions  Ask follow up questions  Don’t be confrontational
  • 53. Conducting an Interview 1. Setup  The same rules as for in a questionnaires  Not leading, neutral, not loaded, clear, only one meaning  Avoid questions that can be answered with yes or no  Start with easy questions
  • 54. Conducting an Interview 2. During the interview  Only one question at a time  Encourage responding  Head nodding, “ah huh”  But don’t let them go off on a tangent for too long
  • 55. Conducting an Interview 2. During the interview  Be as neutral as possible  “Act as if you have heard it all before”  Careful with note taking  People are suspicious of interviewers  End with an opportunity for interviewees to add anything they would like
  • 56. Conducting an Interview 3. After the interview  If you have time make a transcript  Look for common threads in what people say  Group into themes  May point issues you may have never expected
  • 57. Interviews  Pros  Rich data  Can follow up  Good for scope  Cons  Less quantifiable  Time consuming  Not objective
  • 58. Observation studies  Watch/Record  Either with a facilitator or without  Facilitator must be as hands off as possible  Watch faces/body for emotion  Only write down what you actually see!
  • 59. >Test scripts  Like a recipe for a delicious cake, these lay out how the test will go  Order of events  What the tester should do and say, and when  Clear and precise  Could anyone follow the instructions and carry out a test?  Ensures consistency!
  • 60.
  • 61. Contextual Inquiry (field studies)  Similar to formal observational studies  In the wild  Observing real use in the real environment  Better once a game is released  Or similar games  Useful for evaluation
  • 62. Think out loud Observe gameplay, and note down what they say & when they say it Don’t prompt them, and don’t correct them
  • 63. YOU DON’T COME IN THE BOX WITH THE GAME
  • 64.
  • 65. Observation studies  Pros  Objective data  i.e. You see what players actually DO, not what they say they would do  Facilitator can help if really needed  Cons  Time consuming to analyse video  Training required to get the best out of observation (especially for emotion)  Avoid Observer Bias
  • 66. Gameplay Metrics  Observation via game data  Number of incidents  Where, when, and how they occurred and with who or what?
  • 70. Gameplay Metrics  Pros  Objective data  Good for evaluation  See trends  Cons  Time consuming  No subjective feedback/context  Needs larger sample sizes  Data overload
  • 71. Biometrics/psychophysiology  Measuring body signals:  From the Brain (EEG), the Heart (EKG), the muscles (EMG), the eyes (eyetracking), the skin (EDA), etc  The body gives clues into cognition, and emotion
  • 72. Biometrics/psychophysiology  Pros  Gives objective quantifiable data  Allows for continuous data recording  Cons  Invasive  Costs a lot of time & money to use & analyse  Problems with specificity, artefacts, inference and validity
  • 73. Summary  Many options  In most cases I recommend:  Observation  Objective data & insights  After play (between level) questionnaires  Specific questions & subjective feedback  WARNING: People don’t often do what they say  Metrics are great for evaluation, tweaking, issues, & insights
  • 74. Summary  Don’t wait until the game is almost finished for GUR  It is easier to change & plan things early in the process  Listen to what people say is wrong/right, don’t worry too much about what they suggest to do to fix it  You are the game designer
  • 75. Credits  All the copyright holders of the images I have used  A rough primer to user research (parts 1 & 2)  http://www.gamasutra.com/view/fe ature/169069/  http://www.gamasutra.com/view/fe ature/170332/  Christina et al 2009  http://mi-lab.org/wp- content/blogs.dir/1/files/publicatio ns/uxInGames_Koeffel_et_al.pdf  Special thanks to the GUR-SIG for their feedback and inspiration
  • 76. Questions? XBL: Gortag PSN: LaglGortag Steam: laglgortag b.lewis.evans@rug.nl @ikbenben

Notas do Editor

  1. Learn2play, Suck Less, etc