Usability Evaluation for Computer Games. Motivation.

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Presentation transcript:

Usability Evaluation for Computer Games

Motivation

Understanding Games How are games similar to “typical” software applications? How are games different?

How Are Game Similar? Despite their outwards appearance games are still pieces of software. Games are developed using typical software engineering practices; evaluation takes place throughout a game’s lifetime. Usability is still a concern for games.

A Problem of Usability Video: “Who Framed Roger Rabbit?” by The Angry Nintendo Nerd

How Are Games Different? A typical computer application is a means to an end. A good application allows users to easily achieve their goals.

How Are Games Different? A game is an end unto itself. Playing a game should be intrinsically rewarding. A good game should make its player feel good.

Having Fun The “good feelings” that games create are called “fun”. Nicole Lazzaro has identified four types of fun, including hard fun and easy fun.

Hard Fun Hard fun is the satisfaction which comes from overcoming a challenge. Hard fun is closely related to learning. “True fun is the emotional response to learning.” –Ralph Koster

What is Flow? “When challenges are high and personal skills are used to the utmost, we experience this rare state of consciousness. We feel involved, concentrated, absorbed. We know what must be done, and we get immediate feedback as to how well we are doing.” Image adapted from

How Does This Relate to Games? Flow, learning and hard fun are all related. To maximize hard fun, eliminate unnecessary periods of boredom and frustration. Image adapted from

The Paradox of Hard Fun To maintain hard fun, games must challenge players’ constantly evolving abilities. In order to maximize flow, it may be necessary for a player to occasionally feel frustrated or overwhelmed.

Easy Fun Easy fun is an emotionally compelling experience. Easy fun can be anything – a visual, a piece of music, a special effect, or a plot revelation.

How Do We Test? Perform playtests with your target audience! Supplement your tests with additional data – use video, data-logging and interviews.

Time For a (Quick) Study!

What Do We Look For? The player is repeatedly failing a task. The player is lost, or does not know how to proceed. The player is involuntarily emoting. The player is taking time to explore, experiment or admire.