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Collected Feedback from User Testing Session
Aleks Siroki edited this page Oct 17, 2022
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- Design Style and Cohesion Guidelines Introduction
- User Testing Atlantis Sinks Game
- Isometric and pixelated design
- UI Design and Typography
- Main Theme and Cohesion
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Design Style and Cohesion Appendix
- Collected Feedback from User Testing Session <--You're Here
In total during the user testing session all participants were required to complete 9 tasks. This helped to derive a lot of valuable data which we used to summarize our findings and present them in a new Design Style and Cohesion Guidelines in a form of rules that exist to improve the game in terms of consistent design style and cohesion.
Task 1: Start the game and read the prologue | |
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Observations | |
**User 1 | like stuff in front object positioning** |
Make main character more focus in comparison to pillars | |
Don’t need black line on the end there, already pretty obvious | |
Still readable with black in the background | |
Crab placement is awkward in stone scene humiliated | |
Differentiated enemies | |
User 2 | font wise- g looks an i |
Reminds of mine craft in a good way | |
Press n to next secktl | |
Continue iffy wording | |
User 3 | design could see pictures, following the story |
User 4 | |
Task 2: Explore the map using the keys | |
Observations | |
User 1 | like the water and the movement |
Palm trees pillars and clams are good | |
Like character | |
Didn’t realise you could go in water | |
Subset for nighttime warnings, yellow orange lighting | |
User 2 | NPC looks really small in comparison |
Shell looks too big | |
Pillar good size | |
Thought shells were resources | |
Did not realise transition between day and night surprise | |
Can’t see night | |
User 3 | not into games |
It doesn’t look like an island exactly | |
Still night space | |
Suprised by night mode | |
Unsure of what to do or objectives | |
User 4 | |
Task 3: Access the guidebook and locate information on how to buy buildings in the shop and how to place it. | |
Observations | |
User 1 | thought guidebook was element in game not button |
Like graphics on inventory | |
Asked where was placing buildings — under inventory | |
User 2 | hard to find on night mode |
Clicked on inventory first | |
Got guidebooknsend try | |
Book icon | |
Double the spacing | |
Content feels visually too condensed | |
Add page numbers | |
Add hot links (even if flip pages for you) | |
Cool | |
User 3 | button was clear and helps |
A lot of writing on the pages, not sure if all necessary for user | |
Wouldn’t really read if playing | |
Table of contents good in beginning | |
User 4 | |
Task 4: Explore the various equipment you can buy in the shop | |
Observations | |
User 1 | Put in placing buildings rather than inventory |
Looks like a book, flicks well | |
Make content page clickable to skip to section | |
If you could put a | |
User 2 | clicks on carousel to pick item |
Arrow of going back too small crap | |
Looking in shop to put the wall down | |
Does not understand to go to inventory, needed prompting | |
User 3 | |
User 4 | |
Task 5: Buy a basic wall and place it on the map | |
Observations | |
User 1 | maybe if you could put a dollar sign for shop |
Inventory— first cut to click arrows buy the tools, did not notice section | |
Layout makes sense | |
Asked does area around it clear | |
User 2 | nighttime is a bit dark |
User 3 | understood shop button right away |
Aesthetics is a bit dark | |
Reminds of old and 90s sort of game | |
Very nostalgic | |
Style is not very Ancient Greek vibes | |
Pop up screen thoughts - is relatively clear but confusing with buttons vs headings. A bit cluttered | |
User 4 | |
Task 6: Turn the sound off. | |
Observations | |
User 1 | |
User 2 | sound off quick |
Confused about UI scale function (make naming better) | |
Sound off button not responsive not mute | |
User 3 | clear to find sound |
Page improvements - matches perfectly | |
Colours good | |
Maybe make bigger | |
User 4 | |
Task 7: Explore achievements. | |
Observations | |
User 1 | achievement buttons clear |
Like the design, make font a bit bigger | |
Move the icons to the left and make the text bigger | |
Fix the scale of the lock buttons so it doesn’t look like it’s stretch | |
User 2 | |
User 3 | achievements button clear |
Page pretty clear and not cluttered | |
Aesthetics matches shop | |
User 4 | |
Task 8: Attack enemies during the first night cycle | |
Observations | |
User 1 | |
User 2 | |
User 3 | |
User 4 | |
Task 9: Save the game | |
Observations | |
User 1 | at the top, nice and clear— universal save button |
User 2 | saved good |
User 3 | easy and clear |
Overall game is all pretty clear, make it more Ancient Greek | |
User 4 |
The Final Boss
Shop
Inventory
Achievements
Infrastructure
User Interfaces Across All Pages
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)