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Menu Assets User Testing
User testing was conducted to test the aesthetics, interpretation and task flow of the redesigned main screens (specifically the main menu page and the levels page). After gathering and analysing insights from the screens implemented in sprint 1, the team needed to finalise the designs to ensure that consistency, clarity, and effectiveness were being displayed. Thus, after improving the main page screens, multiple interviews were conducted for further insights about the design aspects. The procedure, results, and analysis are presented below.
Focuses: Aesthetics, task flow, interpretation.
Main title screen BEFORE:
Interview Questions (Main title screen):
- Based on your first impressions, what would you expect the game to be about?
User 1: I'm not entirely sure. The background and its colours make me think that it would be a game revolving around a sci-fi theme. The title "Runtime" makes me think the user will be running away from or towards something.
User 2: I think the game would be about a sci-fi experience. The title screen reminds me of a sci-fi cyberpunk game I used to play (Hover) so relating it to that game, I think it may involve fast-paced movement. But in terms of the storyline I don't know what to expect.
User 3 (Studio participant): If I was completely new to this game, I wouldn't know what it's about. The name "Runtime" gives a pretty big hint as to what the game may be about, but other than that there's nothing that really hints towards the actual storyline or characters of the game.
From these interview results, it was evident that the title screen was not clearly showing or depicting what the game would be about. This was troublesome, as the storyline of "Runtime" is important, and should encourage users to want to play the game and spark their interest. Thus, the team decided to implement a higher quality version of the main character, and design a new player head that would be displayed on the title screen. This would give players a better understanding of who/what is involved in the game. Having the main character's head behind the computer towers provides a better depiction of what players could expect when playing the game.
- How would you feel navigating through the game via the main menu?
User 1: The buttons are pretty straight-forward. Start would obviously begin the game, levels would probably bring me to where I can choose a level to play, scores would probably show me my past scores, settings is self-explanatory, mute is also self-explanatory, and so is exit. The main menu seems to give me everything I need to navigate through the game.
User 2: The buttons are nice, I like how they are designed to be on the side - it reminds me of some of the fast-paced games that I play, because it feels like they are on an angle. In terms of navigation, I would definitely know where each button would bring me.
User 3 (Studio participant): The navigation seems pretty self-explanatory. If I was playing this for the first time I would know what the buttons do.
From these results, it was evident that the main navigation buttons and their designs were implemented satisfactorily. However, the team noticed after some tests that the level editor button was not yet implemented. Thus, the level editor was added as another button.
- What are your thoughts on the overall design of the title screen? (Extras: font, colour scheme, shapes, background)
User 1: The overall design is pretty nice. I'm a big fan of the colour scheme and the sci-fi theme that I assume you're going for. The fonts are good.
User 2: I like how this title screen reminds me of a couple of sci-fi games that I've played in the past. The "Runtime" font is great and I love how it's outlined and even has a faint glow around it. I like the computer towers in the background as well. But the title screen feels like it's missing something?
User 3 (Studio participant): The new design of the game title is sweet. I like how you changed the positioning of the buttons and the title - it makes the game look more unique, instead of having the buttons just below the title in the centre. The font is cool, the colour scheme is suitable, the shapes are pretty slick and the background is fine as well.
From the interviews, it was evident that the design of the main title was entertaining enough and suitable for the sci-fi theme that the studio was going for. The fonts and their respective glow/blur effects were favoured by all interviewees, and the colour scheme (that was continued on from sprint 1) suited the sci-fi theme.
Main title screen AFTER:
Levels screen BEFORE:
Interview Questions (Levels screen):
- What are your thoughts on the design of the levels screen?
User 1: I like the hexagonal shapes but it looks a little bit simple and plain for a levels screen. Maybe you could have a preview of each level in each hexagon?
User 2: The levels screen looks nice, it's not overly complicated which is good. I like how the fonts have the blur behind them and how when the level is hovered on, it changes colour - the white colour is really suitable.
User 3 (Studio participant): I like the hexagonal shapes, they feel different and more sci-fi like. The exit button seems a little bit out of place though, like it should be a level but it's not. The colours are nice and easy on the eyes, including the buttons when you hover on them - which I suppose is what the highlight hexagon means.
From these conducted interviews, the team found that the levels screen needed some improvements. The exit button was also changed to ensure consistency with the main menu button, which an interviewee pointed out. This ultimately meant that the level buttons would need to be rearranged in order to better utilise the space on the screen. Thus, the team changed the positioning of the levels buttons to fit a diamond shape, with level 1 starting at the top. One user suggested previews of each level when hovered on; however, after further discussion amongst the team, this was ultimately ruled out as the other level designs were not finalised yet, and therefore the previews may be inaccurate. This suggestion was noted down for sprint 4.
- How do you feel about the navigation of the buttons?
User 1: The buttons are fine, I like how they are all in a line so that I know which level to pick straight away.
User 2: The navigation is pretty straight-forward. Just pick a level.
User 3 (Studio participant): The buttons are fine - the levels being displayed are very self-explanatory and so is the exit button. The exit button could be its own button though.
From these interviews, it was clear that the buttons demonstrated clarity and coherence in the way that they were positioned and designed. However, as another user commented on the exit button and how it didn't fit too well with the other levels, the team opted to redesign the exit button so that it followed the main menu design. This was done to ensure consistency.
Levels screen AFTER:
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)