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User Testing Atlantis Sinks Game

Aleks Siroki edited this page Oct 17, 2022 · 7 revisions

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User testing session

User testing session conducted on October 11th by Team - 15 (special thanks to @suhasudupaa, @schmidem, @Annabel-Kennedy) to evaluate existing flaws in the design. After the initial introduction into the testing session, for better performance tasks were split into several parts. For the testing purposes, participants were asked to accomplish goals on map as well as off map. Purpose of the user testing session is to evaluate player interactions with the game.

Step 1: Introduce the game:

Atlantis sinks is PvE based game where the main character (the centaur) is fighting to protect his land. Enemies are trying to swarm the island and capture/destroy the crystal to obtain its mysterious powers. Our job as the centaur is to gather resources, invest those resources to gear up defenses and prepare to fight the enemies and protect the crystal through a series of nights.

Step 2: Playing the game. Using Think Aloud protocol

Users will be asked to think aloud as they complete the following tasks. Specifically, they will be asked to describe their thoughts and provide first impressions on the design and layout of what they’re looking at. Most data collected will be qualitative in the form of observations and their open-ended feedback. This will ensure we receive the details and depth to understand their feedback on the current design style so we can create appropriate guidelines and make appropriate changes. Such details and depth would not be obtained through qualitative data.

On map interactions

  • Open the game and roam around the map
  • Follow the objectives on the screen

Goals

  • Get the user to play at least 1 night to find out if they can attack enemies
  • Get users to buy buildings and place them
  • Get user to use the guidebook
  • Get user to upgrade crystal
  • Get users to get a good feel of the game and how they interact with it
  • Check for position of all design elements

Off-map interactivity (UI)

  • Guidebook interaction testing
  • Popups
  • Objectives
  • Shop interactivity

To summarize, after conducting user testing session, we were able to successfully identify major flaws that affected design consistency as well as clearly locate high priority elements that needed urgent attention. Full overview of the identified Design errors can be found here. Raw data is available in the appendix.

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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