SlideShare a Scribd company logo
http://www.comu346.com [email_address] Game Design 2 Lecture 7: User Evaluation 2011
Why End-User Evaluation? As discussed last week, much evaluation can take place without end-user evaluation. However, there is no substitute for the feedback that the target audience supplies. Only by having players use your interface can you tell where the most important issues lie.
Qualitative Vs Quantitative Quantitative is data concerning numeric, quantifiable information. Qualitative data is verbose, descriptive and more difficult to summarise. Techniques such as cluster analysis can help to make meaningful interperetations of qualitative data.
Two Approaches You can  ask  players what they think Identify unexpected issues Can be relatively quick and simple way to gather data from many players The only way to ‘get inside the head’ of a player. You can  observe  what players do It can be hard for players to voice issues Designer can focus on players’ natural response to a game item without drawing attention Can find issues that the designer doesn’t expect and the player doesn’t notice
Asking Questions Oral or Written 2 Basic types of questions Open-ended questions Closed-ended questions Questionnaires can contain one or both types of question
Open Ended Questionnaires Lead to larger variety of answers than closed-ended questionnaires Answered in natural language. Result in  qualitative  data which has to be analysed further before being considered quantitative.
Can you see any difficulties in receiving data like this?
Open Ended Questions
How to write open ended questions Avoid leading language  “ Was the control scheme easy to use?” Questions like this tend to guide the interviewee into answering the way the interviewer wishes. Avoid double-barrelled questions that ask more than one thing at once.  “ How challenging was the second level? Would you have preferred more or less ammo on this level?”
Benefits of Open Ended Questions Allow respondents to include more information including feelings, attitudes and understanding of the subject. Respondents can’t forget or miss the range of answers applicable (imagine a race survey and missing the race that most applies to you) Respondents can’t lazily answer ‘no’ or ‘yes’ to every question (thus skewing data)
Disadvantages of Open-Ended More difficult to write than closed-ended questionnaires May result in irrelevant information Some interviewees don’t know how to answer them or feel on the spot May result in too much information May be (very) difficult to analyse
Closed Ended Questions User chooses from a list of predefined responses. Lead directly to quantifiable data. Although they naturally result in a narrower range of responses than open ended questions, it is still possible to determine much of the same kind of data.
Closed Ended Questions
How would you redesign the question as a closed ended one so as to avoid the problems identified earlier?
Choosing Answers Can be a list of predefined answers (such as with colours). For simple questions, can use ‘yes’, ‘don’t know’, ‘no’ to determine the audience’s attitude towards a facet of your game. To gauge more subtle responses, a Likert scale may be used.
Likert Scale Typically a 5 point scale  Strongly disagree Disagree Neither agree nor disagree Agree Strongly Agree Allows gauging of ‘in between’ answers that are not boolean.
Benefits of Closed-Ended Easy to quantify since they directly provide quantitative data (you just count the number for each response) Simpler to write and to fill out Can have a more semantic understanding of responses rather than the potential infinity of natural language
Observing Behaviour Playtests can be conducted in a focus group setting or individually. Focus group settings allow for a quicker understanding of consensus Care is needed to avoid dominant personalities from steering group Some people are too shy to speak up in public Individual observations allow for discovering a wider range of responses.
Usability Observation Ideally play is recorded for later analysis although it is possible to take notes during observation. Video should be used to record facial expressions, body language and input devices in addition to game output. The eMotion lab at Caledonian is fitted with additional equipment including an eye tracker and physiological sensors.
Observations Observations can result in meaningful data from a small number of participants. Nielson says:  “the best results come from testing no more than five users and running as many small tests as you can afford.  As you add more and more users, you learn less and less because you keep seeing the same things again and again.”
Important to remember that the goal is to test the game (or game interface) and NOT to test the user. If the player struggles to understand an interface, it is the designer’s fault, not the player’s. The facilitator should provide no more information that the final end-user would receive.  In other words, the facilitator should not try to help the participant in any way. Observations are ideal places to use ‘Think Aloud’ methods in addition to analysis of what is recorded.
Iteration Audience feedback is used to modify designs which are then tested again until the design satisfies its requirements. Often a wholly different set of users test the new design to avoid improved results due to familiarity.
Think Aloud Protocol Combines elements of observation with asking.
Think Aloud/Online Self Report “ Think aloud technique is pretty much what it sounds like. You ask someone to do a task, and to think aloud about what they are doing while they are doing it.” - Rugg, 2007
“ The basic concept is simple: you tell the respondent what the task is, and ask them to think aloud while doing it. If they are silent for more than a set length of time (e.g. five seconds) then you use a prearranged prompt to get them talking again” - Rugg, 2007   “ Could you tell me what you’re thinking about now?” “ Are you looking at the background of the picture?” “ Could you tell me what you’re thinking about now?” “ Are you looking at the background of the picture?”
“…  if you have to transcribe the data, then this can be very time-consuming (in the order of ten hours of transcription per hour of tape, depending on how good your typing is and how loquacious your respondents are).” - Rugg, 2007
“ the convention on transcripts is to use one full stop per second of silence (so “….” shows four seconds of silence). “Um” and “er” sounds are also worth noting, for the same reason, particularly when the respondent is otherwise articulate.” - Rugg, 2007
Fixing Problems With Card Sorting If an interface proves difficult to design, a more structured approach may be necessary to create a design that is intuitive to the target audience. Card Sorting is a methodology which enables non-expert end-users to help categorise items in a way which is useful for interface an user experience design.
Card Sorting Open sorting Often used early on in process Users can define their own categories Can also repeat the task dependent on a criteria of their choosing Closed sorting Used later in process Categories are pre-defined
Card Sorts Analysis Category/Criteria names verbatim agreement gist agreement super-ordinate grouping Groupings cluster analysis, tree diagram, co-occurrence matrices Number of criteria/categories
Example superordinate grouping Super-ordinate grouping performed by an Independent Judge “ Your task is to interpret the criteria into super-ordinate constructs. You should try to identify where the criterion given by one respondent could be said to have meant the same as another but simply have chosen different wording.”
Co-occurrence matrix
Card Sorting Advantages Simple Cheap Quick to Execute Established User Centric Good Foundation for data
Card Sorting Disadvantages Emphasises data over actions Possible to have divergent results Analysis can be time consuming Especially if little consensus between participants May capture ‘surface’ characteristics only i.e. ignoring how the data would be used
Further reading http://www.boxesandarrows.com/view/card_sorting_a_definitive_guide http://www.boxesandarrows.com/view/analyzing_card_sort_results_with_a_spreadsheet_template http://www.cs.keele.ac.uk/km/blog/?p=10 http://delicious.com/eddequincey/Card_Sorts

More Related Content

PPT
Games Design 2 - Lecture 9 - User Evaluation
PPT
Serious games cwltgm
PPT
Serious games career quest
PDF
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
PPT
Game Design 2 - Lecture 8 - Expert Evaluation
PPTX
A Beginners Guide to Surveys & Research
PPT
DIY: Research on a shoestring budget
PPT
11 Usability Testing
Games Design 2 - Lecture 9 - User Evaluation
Serious games cwltgm
Serious games career quest
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
Game Design 2 - Lecture 8 - Expert Evaluation
A Beginners Guide to Surveys & Research
DIY: Research on a shoestring budget
11 Usability Testing

What's hot (13)

PPT
Hsu2 engdesignprocessbv
PPT
10 Information Processing Part3
PPTX
Tools to Expedite Your Proposal, IRB, and Results Chapter
PPT
Comu346 lecture 6 - evaluation
PPT
Psych of good ux
PPTX
Real Talk
PPTX
PJD101 Second Class
PPTX
Research and advocacy by Seetal Daas
PPT
Design for results2
PPT
Reactome: Usability testing - is it useful?
PPTX
Design for Results - Considerations for experimental prototyping and play tes...
PPT
Experiences with Semi-Scripted Exploratory Testing
PDF
Innovation explained
Hsu2 engdesignprocessbv
10 Information Processing Part3
Tools to Expedite Your Proposal, IRB, and Results Chapter
Comu346 lecture 6 - evaluation
Psych of good ux
Real Talk
PJD101 Second Class
Research and advocacy by Seetal Daas
Design for results2
Reactome: Usability testing - is it useful?
Design for Results - Considerations for experimental prototyping and play tes...
Experiences with Semi-Scripted Exploratory Testing
Innovation explained
Ad

Viewers also liked (20)

KEY
Mindset Training 1 - what are growth and fixed mindsets
KEY
Mindset Training 2 - Goal Orientation
KEY
Game Design 2: Micro and Macro Data Visualisation
KEY
Game Design 2 (2010): Lecture 9 - Semiotics & Icon Design
KEY
Educational games overview
PDF
Game Design 2: Lecture 1 - Introduction
PDF
Game Design 2 (2013): Lecture 4 - UI Components
PPT
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
PDF
Game Design 2 (2013): Immersion Through Game UI
PDF
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
PDF
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
PDF
Game design 2 (2013): Lecture 13 - Colour
PDF
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
PDF
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
PDF
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
PDF
Game Design 2 (2013): Lecture 3 - Use of Text in design.
PDF
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
PPT
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
PDF
Game design 2 (2013): Lecture 14 - Revision
KEY
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 2 - Goal Orientation
Game Design 2: Micro and Macro Data Visualisation
Game Design 2 (2010): Lecture 9 - Semiotics & Icon Design
Educational games overview
Game Design 2: Lecture 1 - Introduction
Game Design 2 (2013): Lecture 4 - UI Components
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Game design 2 (2013): Lecture 14 - Revision
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Ad

Similar to Comu346 lecture 7 - user evaluation (20)

PPT
HCI 3e - Ch 9: Evaluation techniques
PPT
An Introduction to Games User Research Methods
PDF
Human Computer Interaction Evaluation
PPT
Evaluation techniques
PPT
evaluation-ppt is a good paper for ervalution technique
PPT
e3-chap-09.ppt
PPT
Evaluation Techniques chapter for Human Computer intaraction
PPT
human computer interaction - powerpoints
PPTX
Intro to Games User Research Methods - March 2013
PPT
E3 chap-09
PPTX
HCI_chapter_09-Evaluation_techniques
PPT
Chapter 8 Evaluation Techniques
PPT
evaluation technique uni 2
PPTX
HCI_Lecture04.pptx
PPT
Interviews and Surveys
PPTX
Evaluation techniques in HCI
PPTX
evaluation techniques in HCI
PPTX
POLITEKNIK MALAYSIA
PDF
Why keep it to yourself? Teaching everyone on the team to do usability testing
HCI 3e - Ch 9: Evaluation techniques
An Introduction to Games User Research Methods
Human Computer Interaction Evaluation
Evaluation techniques
evaluation-ppt is a good paper for ervalution technique
e3-chap-09.ppt
Evaluation Techniques chapter for Human Computer intaraction
human computer interaction - powerpoints
Intro to Games User Research Methods - March 2013
E3 chap-09
HCI_chapter_09-Evaluation_techniques
Chapter 8 Evaluation Techniques
evaluation technique uni 2
HCI_Lecture04.pptx
Interviews and Surveys
Evaluation techniques in HCI
evaluation techniques in HCI
POLITEKNIK MALAYSIA
Why keep it to yourself? Teaching everyone on the team to do usability testing

More from David Farrell (10)

PPTX
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
KEY
Game Design 2: UI in Games - Revision Lecture
KEY
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
KEY
Game Design 2: Lecture 12 - Platform Specific Design
KEY
Game Design 2: Lecture 11 - Colour
PPT
Game Design 2: Lecture 10 - UI Layout
PPT
Game Design 2: Lecture 8 - Semiotics and Icon Design
PPT
Game Design 2: Lecture 9 - Immersion through UI
KEY
Mindset talk
KEY
The impact of affect in serious games
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Game Design 2: UI in Games - Revision Lecture
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 11 - Colour
Game Design 2: Lecture 10 - UI Layout
Game Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 9 - Immersion through UI
Mindset talk
The impact of affect in serious games

Recently uploaded (20)

PPTX
sap open course for s4hana steps from ECC to s4
PPTX
Cloud computing and distributed systems.
PPTX
Big Data Technologies - Introduction.pptx
PDF
Mobile App Security Testing_ A Comprehensive Guide.pdf
PDF
Spectral efficient network and resource selection model in 5G networks
PDF
Network Security Unit 5.pdf for BCA BBA.
PDF
Electronic commerce courselecture one. Pdf
PDF
Review of recent advances in non-invasive hemoglobin estimation
PDF
The Rise and Fall of 3GPP – Time for a Sabbatical?
PDF
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
PDF
Unlocking AI with Model Context Protocol (MCP)
PDF
KodekX | Application Modernization Development
PPTX
Detection-First SIEM: Rule Types, Dashboards, and Threat-Informed Strategy
PDF
Diabetes mellitus diagnosis method based random forest with bat algorithm
PPTX
Digital-Transformation-Roadmap-for-Companies.pptx
PDF
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
PDF
Blue Purple Modern Animated Computer Science Presentation.pdf.pdf
PDF
Empathic Computing: Creating Shared Understanding
PDF
Agricultural_Statistics_at_a_Glance_2022_0.pdf
PDF
Per capita expenditure prediction using model stacking based on satellite ima...
sap open course for s4hana steps from ECC to s4
Cloud computing and distributed systems.
Big Data Technologies - Introduction.pptx
Mobile App Security Testing_ A Comprehensive Guide.pdf
Spectral efficient network and resource selection model in 5G networks
Network Security Unit 5.pdf for BCA BBA.
Electronic commerce courselecture one. Pdf
Review of recent advances in non-invasive hemoglobin estimation
The Rise and Fall of 3GPP – Time for a Sabbatical?
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
Unlocking AI with Model Context Protocol (MCP)
KodekX | Application Modernization Development
Detection-First SIEM: Rule Types, Dashboards, and Threat-Informed Strategy
Diabetes mellitus diagnosis method based random forest with bat algorithm
Digital-Transformation-Roadmap-for-Companies.pptx
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
Blue Purple Modern Animated Computer Science Presentation.pdf.pdf
Empathic Computing: Creating Shared Understanding
Agricultural_Statistics_at_a_Glance_2022_0.pdf
Per capita expenditure prediction using model stacking based on satellite ima...

Comu346 lecture 7 - user evaluation

  • 1. http://www.comu346.com [email_address] Game Design 2 Lecture 7: User Evaluation 2011
  • 2. Why End-User Evaluation? As discussed last week, much evaluation can take place without end-user evaluation. However, there is no substitute for the feedback that the target audience supplies. Only by having players use your interface can you tell where the most important issues lie.
  • 3. Qualitative Vs Quantitative Quantitative is data concerning numeric, quantifiable information. Qualitative data is verbose, descriptive and more difficult to summarise. Techniques such as cluster analysis can help to make meaningful interperetations of qualitative data.
  • 4. Two Approaches You can ask players what they think Identify unexpected issues Can be relatively quick and simple way to gather data from many players The only way to ‘get inside the head’ of a player. You can observe what players do It can be hard for players to voice issues Designer can focus on players’ natural response to a game item without drawing attention Can find issues that the designer doesn’t expect and the player doesn’t notice
  • 5. Asking Questions Oral or Written 2 Basic types of questions Open-ended questions Closed-ended questions Questionnaires can contain one or both types of question
  • 6. Open Ended Questionnaires Lead to larger variety of answers than closed-ended questionnaires Answered in natural language. Result in qualitative data which has to be analysed further before being considered quantitative.
  • 7. Can you see any difficulties in receiving data like this?
  • 9. How to write open ended questions Avoid leading language “ Was the control scheme easy to use?” Questions like this tend to guide the interviewee into answering the way the interviewer wishes. Avoid double-barrelled questions that ask more than one thing at once. “ How challenging was the second level? Would you have preferred more or less ammo on this level?”
  • 10. Benefits of Open Ended Questions Allow respondents to include more information including feelings, attitudes and understanding of the subject. Respondents can’t forget or miss the range of answers applicable (imagine a race survey and missing the race that most applies to you) Respondents can’t lazily answer ‘no’ or ‘yes’ to every question (thus skewing data)
  • 11. Disadvantages of Open-Ended More difficult to write than closed-ended questionnaires May result in irrelevant information Some interviewees don’t know how to answer them or feel on the spot May result in too much information May be (very) difficult to analyse
  • 12. Closed Ended Questions User chooses from a list of predefined responses. Lead directly to quantifiable data. Although they naturally result in a narrower range of responses than open ended questions, it is still possible to determine much of the same kind of data.
  • 14. How would you redesign the question as a closed ended one so as to avoid the problems identified earlier?
  • 15. Choosing Answers Can be a list of predefined answers (such as with colours). For simple questions, can use ‘yes’, ‘don’t know’, ‘no’ to determine the audience’s attitude towards a facet of your game. To gauge more subtle responses, a Likert scale may be used.
  • 16. Likert Scale Typically a 5 point scale Strongly disagree Disagree Neither agree nor disagree Agree Strongly Agree Allows gauging of ‘in between’ answers that are not boolean.
  • 17. Benefits of Closed-Ended Easy to quantify since they directly provide quantitative data (you just count the number for each response) Simpler to write and to fill out Can have a more semantic understanding of responses rather than the potential infinity of natural language
  • 18. Observing Behaviour Playtests can be conducted in a focus group setting or individually. Focus group settings allow for a quicker understanding of consensus Care is needed to avoid dominant personalities from steering group Some people are too shy to speak up in public Individual observations allow for discovering a wider range of responses.
  • 19. Usability Observation Ideally play is recorded for later analysis although it is possible to take notes during observation. Video should be used to record facial expressions, body language and input devices in addition to game output. The eMotion lab at Caledonian is fitted with additional equipment including an eye tracker and physiological sensors.
  • 20. Observations Observations can result in meaningful data from a small number of participants. Nielson says: “the best results come from testing no more than five users and running as many small tests as you can afford. As you add more and more users, you learn less and less because you keep seeing the same things again and again.”
  • 21. Important to remember that the goal is to test the game (or game interface) and NOT to test the user. If the player struggles to understand an interface, it is the designer’s fault, not the player’s. The facilitator should provide no more information that the final end-user would receive. In other words, the facilitator should not try to help the participant in any way. Observations are ideal places to use ‘Think Aloud’ methods in addition to analysis of what is recorded.
  • 22. Iteration Audience feedback is used to modify designs which are then tested again until the design satisfies its requirements. Often a wholly different set of users test the new design to avoid improved results due to familiarity.
  • 23. Think Aloud Protocol Combines elements of observation with asking.
  • 24. Think Aloud/Online Self Report “ Think aloud technique is pretty much what it sounds like. You ask someone to do a task, and to think aloud about what they are doing while they are doing it.” - Rugg, 2007
  • 25. “ The basic concept is simple: you tell the respondent what the task is, and ask them to think aloud while doing it. If they are silent for more than a set length of time (e.g. five seconds) then you use a prearranged prompt to get them talking again” - Rugg, 2007   “ Could you tell me what you’re thinking about now?” “ Are you looking at the background of the picture?” “ Could you tell me what you’re thinking about now?” “ Are you looking at the background of the picture?”
  • 26. “… if you have to transcribe the data, then this can be very time-consuming (in the order of ten hours of transcription per hour of tape, depending on how good your typing is and how loquacious your respondents are).” - Rugg, 2007
  • 27. “ the convention on transcripts is to use one full stop per second of silence (so “….” shows four seconds of silence). “Um” and “er” sounds are also worth noting, for the same reason, particularly when the respondent is otherwise articulate.” - Rugg, 2007
  • 28. Fixing Problems With Card Sorting If an interface proves difficult to design, a more structured approach may be necessary to create a design that is intuitive to the target audience. Card Sorting is a methodology which enables non-expert end-users to help categorise items in a way which is useful for interface an user experience design.
  • 29. Card Sorting Open sorting Often used early on in process Users can define their own categories Can also repeat the task dependent on a criteria of their choosing Closed sorting Used later in process Categories are pre-defined
  • 30. Card Sorts Analysis Category/Criteria names verbatim agreement gist agreement super-ordinate grouping Groupings cluster analysis, tree diagram, co-occurrence matrices Number of criteria/categories
  • 31. Example superordinate grouping Super-ordinate grouping performed by an Independent Judge “ Your task is to interpret the criteria into super-ordinate constructs. You should try to identify where the criterion given by one respondent could be said to have meant the same as another but simply have chosen different wording.”
  • 33. Card Sorting Advantages Simple Cheap Quick to Execute Established User Centric Good Foundation for data
  • 34. Card Sorting Disadvantages Emphasises data over actions Possible to have divergent results Analysis can be time consuming Especially if little consensus between participants May capture ‘surface’ characteristics only i.e. ignoring how the data would be used
  • 35. Further reading http://www.boxesandarrows.com/view/card_sorting_a_definitive_guide http://www.boxesandarrows.com/view/analyzing_card_sort_results_with_a_spreadsheet_template http://www.cs.keele.ac.uk/km/blog/?p=10 http://delicious.com/eddequincey/Card_Sorts