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Usability Evaluation for Computer Games

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Having Fun. The 'good feelings' that games create are called 'fun' ... The Paradox of Hard Fun. To maintain hard fun, games must challenge players' constantly ... – PowerPoint PPT presentation

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Title: Usability Evaluation for Computer Games


1
Usability Evaluation for Computer Games
2
Motivation
3
Understanding Games
  • How are games similar to typical software
    applications?
  • How are games different?

4
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 games lifetime.
  • Usability is still a concern for games.

5
A Problem of Usability
Video Who Framed Roger Rabbit? by The Angry
Nintendo Nerd
6
How Are Games Different?
  • A typical computer application is a means to an
    end.
  • A good application allows users to easily achieve
    their goals.

7
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.

8
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.

9
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

10
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
11
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
12
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.

13
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14
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.

15
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16
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17
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18
How Do We Test?
  • Perform playtests with your target audience!
  • Supplement your tests with additional data use
    video, data-logging and interviews.

19
Time For a (Quick) Study!
20
What Do We Look For?
  • The player is repeatedly failing a task.
  • The player is lost, or does not know how to
    proceed.
  • The player is involuntarily emoting.
  • The player is taking time to explore, experiment
    or admire.
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