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   Playability & Game Experience Testing




       mail@stephanengl.com | twitter: @stengl
3 Themen
20 Minuten
13%
gutes Spiel
         =
gute Verkaufszahlen
         =

     $$$
Usability & User
  Experience
specified
        specified user
                                       goals




                        usability
                                                efficiency

satisfaction




                          effectiveness
look



usability



                      feel




            user experience
The Elements of User Experience                                                                                                                           Jesse James Garrett
                                                                                                                                                                   jjg@jjg.net
A basic duality: The Web was originally conceived as a hypertextual information space;                                                                             30 March 2000
but the development of increasingly sophisticated front- and back-end technologies has
fostered its use as a remote software interface. This dual nature has led to much confusion,
as user experience practitioners have attempted to adapt their terminology to cases beyond
the scope of its original application. The goal of this document is to define some of these
terms within their appropriate contexts, and to clarify the underlying relationships among
these various elements.



Web as software interface                             Concrete                                                   Completion                         Web as hypertext system

                                                                                                                                   Visual Design: visual treatment of text,
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel")                                   Visual Design                                           graphic page elements and navigational
                                                                                                                                   components

Interface Design: as in traditional HCI:                                                                                           Navigation Design: design of interface
design of interface elements to facilitate                                                                                         elements to facilitate the user's movement
user interaction with functionality
                                                                       Interface Design Navigation Design                          through the information architecture
Information Design: in the Tuftean sense:
designing the presentation of information                            Information Design                                            Information Design: in the Tuftean sense:
                                                                                                                                   designing the presentation of information
to facilitate understanding                                                                                                        to facilitate understanding

Interaction Design: development of                                     Interaction Information                                     Information Architecture: structural design




                                                                                                                       time
application flows to facilitate user tasks,
defining how the user interacts with
                                                                       Design     Architecture                                     of the information space to facilitate
                                                                                                                                   intuitive access to content
site functionality

Functional Specifications: "feature set":
detailed descriptions of functionality the site
                                                                      Functional      Content                                      Content Requirements: definition of
                                                                                                                                   content elements required in the site
must include in order to meet user needs                          Specifications Requirements                                      in order to meet user needs

User Needs: externally derived goals                                                                                               User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.                                              User Needs                                          for the site; identified through user research,
                                                                                                                                   ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site                                    Site Objectives                                           Site Objectives: business, creative, or other
                                                                                                                                   internally derived goals for the site
task-oriented                                          Abstract                                                  Conception                               information-oriented

          This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
          that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
          user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
© 2000 Jesse James Garrett                                                                                                                                         http://www.jjg.net/ia/
http://www.adaptivepath.com/ideas/essays/archives/000242.php
und games?
Game Designer   vs   Usability Guy
Schwierigkeit




                                   Usability Guy



                Fähigkeit / Zeit
Klicken Sie auf diesen Knopf, um die Prinzessin
    zu retten und den Endboss zu besiegen.
ng




                                                           er
                              eru




                                                       ign
                           rd




                                                    es
                        fo




                                                   D
                 b er




                                                   e
                                               am
                Ü




                                               G
                                             “
Schwierigkeit




                                         low
                                   „   F
                                                   e ile
                                               g ew
                                           an
                                          Usability Guy
                                           L


                    Fähigkeit / Zeit
Usability & User
  Experience
Playability & Game
    Experience
Context



Design                 Game                Player

                                Game
         Playability
                              Experience
Playability Testing
• Unit Testing
• Load und Stress Testing
• Kompatibilitäs & Lokalisations Testing
• Bug Tracking & Alpha/Beta Testing
• Gameplay Metriken
• Heuristiken
Game Experience
    Testing
Game Experience Questionaire
• Immersion              GEQ
• Tension
• Competence
• Flow                   +
• Negative Affect   PG         SP


• Challenge
• Positive Affect
Context



Design                 Game                Player

                                Game
         Playability
                              Experience
mobile
  gaming
experience?
wrap up
1. Testing Toolset
    erweitern
2. Erprobte Methoden
       anpassen
3. Den Kontext
   beachten
4. Einen Methodenmix
      verwenden
????
mail@stephanengl.com
   twitter: @stengl
photos from flicker, courtesy of gamerscoreblog
     Phu Son, Mykl Roventine, udono, Carol Mitchell, Wolfbeta

      statistics from http://www.bitkom.org/de/publikationen/
                          38338_60729.aspx

    Miss Universe picture: http://www.abc.net.au/reslib/200505/
                        r48586_128144.jpg

     FUGA material by Nacke, L. E., Drachen, A., Kuikkaniemi, K.,
   Niesenhaus, J., Korhonen, H. J., van den Hoogen, W. M., Poels, K.,
 IJsselsteijn, W. A., and de Kort, Y. A. W. (2009). Playability and player
experience research. In Proceedings of DiGRA 2009: Breaking New
  Ground: Innovation in Games, Play, Practice and Theory. DiGRA.
    Download from http://www.digra.org/dl/db/09287.44170.pdf

   special thanks to Lennar Nacke from www.acagamic.com for
  allowing me to use some screenshots and data from his thesis

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Zukunftsmarkt Zocken

  • 1. Zukunftsmarkt Zocken Playability & Game Experience Testing mail@stephanengl.com | twitter: @stengl
  • 2.
  • 4.
  • 5. 13%
  • 6. gutes Spiel = gute Verkaufszahlen = $$$
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. Usability & User Experience
  • 13. specified specified user goals usability efficiency satisfaction effectiveness
  • 14. look usability feel user experience
  • 15.
  • 16.
  • 17.
  • 18. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
  • 20.
  • 21.
  • 22.
  • 23.
  • 25. Game Designer vs Usability Guy
  • 26. Schwierigkeit Usability Guy Fähigkeit / Zeit
  • 27. Klicken Sie auf diesen Knopf, um die Prinzessin zu retten und den Endboss zu besiegen.
  • 28. ng er eru ign rd es fo D b er e am Ü G “ Schwierigkeit low „ F e ile g ew an Usability Guy L Fähigkeit / Zeit
  • 29. Usability & User Experience
  • 30. Playability & Game Experience
  • 31.
  • 32.
  • 33. Context Design Game Player Game Playability Experience
  • 35.
  • 36.
  • 37.
  • 38. • Unit Testing • Load und Stress Testing • Kompatibilitäs & Lokalisations Testing • Bug Tracking & Alpha/Beta Testing • Gameplay Metriken • Heuristiken
  • 39. Game Experience Testing
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 46. • Immersion GEQ • Tension • Competence • Flow + • Negative Affect PG SP • Challenge • Positive Affect
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53. Context Design Game Player Game Playability Experience
  • 54.
  • 55.
  • 57.
  • 58.
  • 59.
  • 60.
  • 61.
  • 62.
  • 64. 1. Testing Toolset erweitern
  • 66. 3. Den Kontext beachten
  • 67. 4. Einen Methodenmix verwenden
  • 68.
  • 69. ???? mail@stephanengl.com twitter: @stengl
  • 70. photos from flicker, courtesy of gamerscoreblog Phu Son, Mykl Roventine, udono, Carol Mitchell, Wolfbeta statistics from http://www.bitkom.org/de/publikationen/ 38338_60729.aspx Miss Universe picture: http://www.abc.net.au/reslib/200505/ r48586_128144.jpg FUGA material by Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., van den Hoogen, W. M., Poels, K., IJsselsteijn, W. A., and de Kort, Y. A. W. (2009). Playability and player experience research. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. DiGRA. Download from http://www.digra.org/dl/db/09287.44170.pdf special thanks to Lennar Nacke from www.acagamic.com for allowing me to use some screenshots and data from his thesis