An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
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
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
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
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