Thursday, January 22, 2009

Researching Video Games the UX Way

Usability testing games ...

"Video games are often overlooked in the scope of usability testing simply because, in a broad sense, their raison d’etre is so different than that of a typical functional interface: fun, engagement, and immersion, rather than usability and efficiency. Players are supposed to get a feeling of satisfaction and control from the interface itself, and in that sense, interaction is both a means and an end. The novelty and whimsy of the design occasionally comes at the expense of usability, which isn’t always a bad thing—that said, video games still have interfaces in their own right, and designing one that is easy to-use and intuitive is critical for players to enjoy the game.

Consider how video games are currently researched: market research-based focus groups and surveys dominate the landscape, measuring opinion and taste in a controlled lab environment, and largely ignoring players’ actual in-game behaviors. Behavior is obviously the most direct and unbiased source of understanding how players interact with the game—where they make errors, where they become irritated, where they feel most engaged. When Electronic Arts engaged Bolt|Peters to lead the player research project for Spore, we set out to do one better than the usual focus group dreck by coming at it from a UX research perspective.
SIMULATED NATIVE ENVIRONMENT RESEARCH

One overarching principle guided the design of this study: we would let the users play the game in a natural environment, without the interference of other players, research moderators, or arbitrary tasks. This took a good bit of planning. Usually, we prefer to use remote research methods, which allow us to talk to our users in the comfort of their own homes. Spore, however, was a top-secret hush-hush project; we couldn’t very well send out disks for just anybody to get their hands on. Instead, CEO Nate Bolt came up with what we call a “Simulated Native Environment.” For each of the ten research sessions, we invited six participants to our loft office, where they were seated at a desk with a laptop, a microphone headset, and a webcam. We told them to play the game as if they were at home, with only one difference: they should think-aloud, saying what ever is going through their mind as they’re playing. When they reach certain milestones in the game, they would fill out a quick touchscreen survey at their side, answering a few questions about their impressions of the game.

Elsewhere, Nate, the clients from EA, and I were stationed in an observation room, where we set up projectors to display the players’ gameplay, the webcam video, and the survey feedback on the wall, which let us see the players’ facial expressions alongside their in-game behaviors. Using the microphone headset and the free game chat app TeamSpeak, we were able to speak with players one-on-one, occasionally asking them what they were trying to do or to go a little more in depth about something they’d said or done in the game."    (Continued via Boxes and Arrows, nate bolt and Tony Tulathimutte)    [Usability Resources]

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