Team name Usability testing plan for Rockitude/The Capture of Sampo

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Presentation transcript:

Team name Usability testing plan for Rockitude/The Capture of Sampo School of Business and Information Management Oulu University of Applied Sciences

Team members List of team members Matti Annala k9anju00@students.oamk.fi Adone Muchoki k0kaad00@students.oamk.fi Henok Tilaye k8tihe00@students.oamk.fi Sami Siuvatti k9sisa00@students.oamk.fi Mirza Pervaiz

Case description We are testing the rockitude game for Tuonela productions the following way: How intuitive the game is for a new player How does s/he like the graphics or the visual output

Focus Our main focus is intuitiveness and playability, how easy is it for a new user with no instructions or help whatsoever to play the game After testing we also test for their first impressions and during game-play we also try to map any bugs they encounter

Test persons Describe how many test person you want to have, age distribution, sex, general background 6 people(3 males, 3 females) Ages of 19 to 30 People from all walks of life

Test protocol We ask them to play the game without giving them any instructions to see how intuitive the game is After, we ask them how they liked the visuals and game-play

Test protocol 2 The point of the game is to earn points by shaking the device as the song plays and earn points by moving it in the direction the display is showing. We intend to hand the game to the user and ask them to play without explaining anything to them and after we will write down their comments and their behaviour

Team members’ roles The team changed roles with every testing session. For example two people were observing and one giving instructions.

Time and location Where will you do the testing? Various in the school premises When will you do the testing? Week 47 and 48

Pilot testing Testing was conducted to two persons from our class Questionnaire was satisfactory and the actual testing was initiated two days later

Results On a scale of 1 to 10, Rockitude scored the average of 5.1 Intuitivity and instructions were considered to be easy at first, but the next move indicator confused some of the players

Results Some players faced some difficulties learning and playing the game For instance some could not see the next move indicator while others couldn’t figure out how much movement was required to trigger the action. Another form was some couldn’t figure out the idea of the game intuitively

Results Almost all players we tested did not like the game controls for some it wasn't sensitive enough for the movement while others just thought they looked ridiculous doing such movements

Results On the visuals aspect of the game, every of our test participants liked the graphics of the game On the other hand some said it could be more clearer to enhance better game play

Results Although for some it was not so hard to see the next move, most did claim that the next move was quite hard to see given that they were shaking the game which blurred the screen making game-play hard for them

Suggestions From the players experience they thought that: The game could do with more songs An indicator showing how well your playing and how much more movement you were left to do. Touch based controls instead of shaking A vertical display The score should be more visible

Summary of results The game’s visuals was its strongest point.

Summary of results The game’s least point was the shaking which made it quite hard to see what exactly the player was doing

Conclusion In conclusion we think the game is quite good but really needs a few touches on the rough edges The shaking we think is not quite good since it increases the risk of dropping the phone and also makes it hard to see what were doing. Its also nauseating to some

Conclusion The visuals were great it has the ‘rockitude’ feel but the screen tends to go dark after a few seconds that can be a problem while playing.