-
Notifications
You must be signed in to change notification settings - Fork 1
Menu Assets User Testing
User testing was completed by various team members, due to time constraints and uncertainty revolving around design consistency with other teams. An interview was conducted to test the aesthetics, consistency and logic (task flow) of the game design and style. The procedure, results, and analysis are presented below.
Focuses: Aesthetics, task flow, interpretation.
Interview Questions:
- What are your first impressions of the design (extra: how does it fit with the direction of the other teams’ designs?)
User 1: The lines really add to the sci-fi look that the studio is going for - it’s very science-fiction-like.
User 2: The overall atmosphere feels like a game, I like the blue colours and the buildings at the back - they definitely add to the mood and the atmosphere of the game.
From these results, it was evident that the basic design and overall aesthetics were well implemented for the sci-fi theme that the team intended on going for. The buildings at the back (originally acting as placeholders until the map team decided on a level design) were changed to computer towers, to better suit the anti-virus and virus theme of the game. There was an overall interpretation of a science-fiction theme throughout each interview, which indicated that our overall design was appropriate for the game.
- What are your thoughts on the colour scheme? (extra: how does it make you feel?)
User 1: The colours are nice on the eyes, a little bit jarring but it suits the overall design of the sci-fi look. The blue tones are consistent.
User 2: I like the blue colours, but it may help if it was a little less bright on the lighter shades and darker on the dark shades.
From the interview it was evident that, while the blue colour was a suitable colour for the overall game, some of the shades needed to be toned down a bit. The team changed the saturation and hues of the blue colours to ensure that none of the colours were too jarring on the eyes, as that would discourage users (users should be intimidated to an extent, but also intrigued at the same time).
- What are your thoughts on the overall navigation scheme?
User 1: Pretty intuitive, the hexagon style is really neat and consistent.
User 2: Some of the navigation is a bit redundant (for example on the levels page because you already have the navigation scroll bar at the top) but overall the navigation is fine
From the interviews, it was evident that the navigation schema and buttons need to be fully-functional only in locations where needed to avoid redundancy. The task flow was relatively intuitive and straight-forward, and thus did not need to be changed at this point in time.
User testing for sprint 2 was completed by three members of the studio and two external participants. A survey was conducted to ensure that the buff and debuff icons’ designs, themes, and consistency were being implemented to an acceptable standard. The procedure, results, and analysis are presented below.
Focuses: Interpretation, design.
One survey question was asked across the variety of designed icons, and the answers provided for selection were consistent across the buffs (yellow icons) and debuffs (red icons). Which of the following status effects do you think this icon would give you in-game?
- Question 1: Lightning bolt - Speed boost [buff]
Analysis: 4 of 5 participants thought that the lightning bolt would give a player a speed boost in-game. While one participant thought it would give a player extra health, this may be due to no previous exposure to the game. As the game does not have a health bar feature, users would know that a buff giving extra health is unnecessary and would not be implemented in the game. Thus, the lightning bolt proved an effective icon to give off the right interpretation of a speed boost buff.
- Question 2: Rewind button - Speed decrease [debuff]
Analysis: All participants chose the correct option for what the rewind button icon would give a player in-game. Since all participants interpreted the button as giving a speed decrease, this indicated that the icon was designed to an acceptable standard.
- Question 3: Clock - Time stop (extra time) [buff]
Analysis: All participants chose the correct option for what the clock icon would give a player in-game. Since all participants interpreted the clock providing extra time for the player, this indicated that the icon was designed to an acceptable standard.
- Question 4: Metal spring - Jump boost [buff]
Analysis: All participants chose the correct option for what the metal spring icon would give a player in-game. Since all participants interpreted the spring as giving a jump boost, this indicated that the icon was designed to an acceptable standard.
- Question 5: Lock - Player gets stuck [debuff]
Analysis: 4 of 5 participants chose the correct option, which was that the lock icon causes the player to get stuck for a certain amount of time. One participant chose the ‘speed decrease’ option, which gave a slight indication that the icon may not be as clear as the team intended it to be. However, as the majority of participants interpreted the lock debuff the correct way, and in addition, the actual debuff for a speed decrease was also designed and implemented, with all participants choosing the correct response. Thus, the icon was implemented how it was originally designed.
- Question 6: Bomb - Explosion (screen blockage) [debuff]
Analysis: All participants chose the correct option for what the bomb icon would give a player in-game. Since all participants interpreted the bomb as giving off an explosion (which would block the player’s screen and view), this indicated that the icon was designed to an acceptable standard.
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):
- 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.
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)