usability evaluation for computer games. motivation

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Usability Evaluation for Computer Games

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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 responseto 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 http://www.deepfun.com/funflow.htm

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 http://www.deepfun.com/funflow.htm

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!