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Storyline User Testing

Aviral Sharma edited this page Sep 13, 2022 · 9 revisions

Storyline User Testing

User Testing Design

User Testing #1

Screen Shot 2022-09-13 at 3 14 24 pm

First User Testing

  1. What do you believe is most intuitive to transition through the prologue frames. is it [click on screen], [spacebar], [a next button]?

Results #1

  • User1: Prefers spacebar. But the next button is most intuitive.
  • User2: if it’s multiplatform, I would prefer [click on screen] as I would imagine the touch screen would be more in sync with the game design when on multiplatform. The next button looks bad.
  • User3: Space is easy, if the game is played using W,A,S,D. If however you have mouse as well. I wouldn't mind either spacebar or click on screen.
  • User4: Spacebar is good, big button.
  • User5: Spacebar is intuitive, have seen other games use spacebar for prologues.

Analysis #1

  • User liked the spacebar the most.
  • Click on screen is the next best choice.
  • No one likes the next button. Too bulky and redundant.

Decision #1

  • Despite efforts, we couldn't implement the spacebar functionality so we used Clink on screen.
  • Moved the next button to least priority.
  • Since, we didn't do the spacebar transitioning trigger, we further user tested the click on screen to make it feel intuitive to user.

User Testing #2

Tested with different Users to UserTesting #1.
Using placeholder screens. Both click on screen and next button was implemented but the user wasn't told about either.

  1. We tested the other two options - [click on screen]. Which one do you prefer and what could be improved about it?

Results #2

  • User1: Hated the next button. Argued that there won't be space for the actual screen.
  • User2: Liked the click on screen. Mentioned that there is no way of knowing if I should click.
  • User3: Didn't realise the screen was clickable. Disliked Next button.
  • User4: Used the next button and liked it more than click on screen since it was the only thing that was intuitive.

Analysis

  • Make the click on screen prompt so user knows to click on screen.
  • Test the next button with actual prologue designs.

User Testing #3

  1. Do you think the skip button is necessary? Would you prefer the cleaner UI with just the 's' key for skip?

User1: Use the 's' key instead, same issue like 'next button'. takes too much space User2: 's' key is obviously better but their must be a prompt for it. User3: 's' key. User4: I like the skip button. reminds me of the skip theme in Netflix.

User Testing #4

User tested with the final prologue design with prompts in the dialogue box.

Screen Shot 2022-09-13 at 4 00 25 pm

User Testing #4

  1. Observe the behavior of the user to see if they respond to the [click on screen] prompt intuitively. Do they use the skip button or use the 's' key.

Results #4

  • User1: They did see the prompt for the click on screen and skip button. But found it
  • User2: Prompt are not easily readable. Have to find it.

Analysis #4

  • Should look into making the prompt much easier to read.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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