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Overview | Picking a Topic | Tech Decisions | Design Decisions Usability Testing | What Went Right | What Went Wrong | Conclusions Process: Usability Testing I enlisted the help of 6 very helpful people to test the single game level. This group contained a cross-section of active gamers, non-gamers and game creators. I asked for candid feedback on the game’s strengths and shortcomings, but also asked the following specific questions:
Usability: Reaction to Historical
Information However, some users also found the information to be distracting and suggested alternate ways of presenting the data. Tester #4 preferred when the information was presented through audio interactions and he also said he was distracted by the text during key moments when battle or action was required. He also mentioned the trivia could have been more detailed. Tester #2 pointed out that the text became annoying after several runs through the game, and it made one user feel like they had no control over the presentation of information. Tester #3 felt that understanding the information was not really essential in completing the level. Usability: Reaction to Gameplay Overall the user group was impressed with the level of quality and the fun-factor of the level. Tester #3 commented that it was one of the best single-player levels he had seen so far (presumably for the Jedi Outcast engine). Favorite Parts The execution sequence was popular with tester #3 and he referred to it as a “fluent and elegant piece of art”. Tester #4 liked the fact that it was “very fun, and interesting - a totally immersive experience”. Tester #1 enjoyed the final battle near the end when the player fights several Roman Legionnaires. He also liked the final cutscene animation when the level was complete. Tester #2 enjoyed fighting the Drucillus brothers with the other character, Athena. Tester #6 enjoyed being able to dismember enemies with the sword. Least Favorite Parts Several areas of the game where the player was frozen to provide dialogue or other information was disliked by tester #3. Tester #1 would have liked to use the other weapons during the game. Two users commented on the ugly marks that were produced when the sword hit the walls. Tester #1 felt the brightness of the outdoor scenes could have been lowered slightly. Tester #4 commented on the rough 3D graphics and the nature of low-polygon games. He mentioned that he was a gaming novice, but would have liked to see things in a more rendered (presumably higher polycount) state. Tester #6 would have liked to be able to skip over some of the non-interactive parts of the game. Suggestions for Improvement Tester #3 suggested that a level of complexity be added to the tunnel sequence (such as locked gates and keys) that would force the user to battle the patrolling guards. As it stands now, a player can simply run away without having to fight. Tester #6 and #3 both didn’t like the font that was used in the interface and in-game (default font that is used by the engine). Also, tester #6 felt the level ended a bit too abruptly. He would have liked to have to opportunity to roam around the environment a bit more.
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© 2002-2003 Jake Keating | |