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User Experience Methodsand Games
Lessons Learned
Remigius Fierley, Director User Experience, SirValUse Consul@ng GmbH, Germany
Stephan Engl, Informa@on Science, University of Regensburg, Germany
More demand for external UX research and tes@ng of games
a growing market
0
25
50
75
100
2004 2008 2015
91
54
25
Es#mated global retail sales, online revenue, digital distribu#on and relevant ad sales in billion
hQp://www.flickr.com/photos/brandonshigeta/4835770799/
new concepts
differen@a@on of gamer popula@on
So what?
Why should we care?
More demand for external UX research and tes@ng of games
To which extent can our established UX methods be applied?
hQp://www.flickr.com/photos/cybjorg/275083906/
different criteria?
different criteria?
Usability & User Experience• task/goal‐oriented• effec@ve, efficient, sa@sfying
• non‐instrumental quali@es
Playability & Game Experience• ac@vity‐oriented• immersion, challenge, flow, story‐
telling, aesthe@cs, mo@va@on
• ease of use
our experience
„industry insights“
test sedng
data acquisi@on
free interac@on & thinking aloud
standardised ques@onnaires
itera@on
analyse & define build prototype
evaluate
learnings
• test sedng maQers
• data aquisi@on challenging
• free interac@on crucial
• thinking aloud only par@ally suitable
• ques@onnaires s@ll handcrafed
• itera@on mandatory
• …
No fundamentally new approach to research and tes@ng required.
Nevertheless, we have to adapt and expand our toolkit.
hQp://www.flickr.com/photos/drbakker/4540124047/
new tools
discussion
• How to deal with insufficient mo@va@on of test par@cipants?
• How can all relevant player experience criteria be adequatly covered during recrui@ng?
• Which methodology is ideally suited for conduc@ng longitudinal studies?
hQp://www.flickr.com/photos/myklroven@ne/3210068573