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CRAFTING OUTSTANDING
GAME EXPERIENCES
THROUGH USER TESTING
Rene Rebane &
Marko Nemberg
2013
2013
Who are we?
Rene Rebane
• UX Architect
• Graphic designer
• Test moderator
• Gamer
Marko Nemberg
• Marketer
• Technology geek
• Test moderator
• Biometrics and
neurogaming evangelist
2013
Our experience
Interaction design
Accessibility
User testing
User research
Prototyping
System analysis
Design thinking
Start-ups
Marketing
Visual design
2013
Playtesting?
Never heard of it!
2013
Today’s topics
• What is playtesting?
• Why to test?
• Good time for testing
• How to test?
• What’s next?
2013
What is
playtesting?
2013
Game design is just hypothetical
until it’s actually been played by
your target audience; only then will
you know if your idea works.
– Sid Meier, creator of Civilization seriesSource: http://www.edge-online.com/features/are-gamers-tiring-same-old-thing/
2013
Goal is a
fun game
Design is
hypothesis
Playtest is
experiment
Evaluate
results
2013
2013
Source: http://www.rockpapershotgun.com/2007/10/10/rps-verdict-portal/
2013
Why test?
2013
Why test?
• To make informed decisions
• Find out usability problems
• Players know what is best
• Understand how players think
• Reduce risks and unwanted surprises
2013
Competing with any other
content out there
2013
Common misconceptions
• Playtests are not important
• The players don’t know what they want
• Bug testing is enough
• Players will probably just ignore the problems
• It is ok to have some usability and accessibility
issues, players won’t notice anyway
2013
Accessibility
2013
Colour blindness
• 285 million people are visually impaired
worldwide
• 39 million are blind and 246 have low vision
• Up to 10% of men in the world are color blind
• 1% of women
• In some regions this percentage is even higher
Source: 2012 WHO statistics
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Hearing loss
• 360 million people worldwide have disabling
hearing loss
• Players lose out on video games if information
about impending danger is coming only through
sound effects or music
• Never give players information using just one
sense – audio or visual
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Reduced cognitive and
motor functions
• Over a billion people, about 15% of the world’s
population, have some form of disability
• Between 110 million and 190 million adults have
significant difficulties in functioning
• How can we include players who have limited
cognitive or motor functions?
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Good time for testing
2013
Beginning of the project End of the project
Possibility of changes
2013
Beginning of the project End of the project
Cost of changes
2013
Start playtesting as
soon as possible!
2013
Where to find people?
2013
Where to find people?
• Coffee shops
• Shopping centres
• Schools
• Elders’ centres
• Online application
2013
How many tests
to conduct?
2013
0
How many tests to conduct?
3 6 9 12 15
0%
50%
100%
75%
25%
2013
One test with eight users
First test with eight users Found five problems
2013
Two tests with three users
First test with
three users
Second test with
three users
Found nine
problems
2013
Testing example
2013
How to analyze?
2013
How to analyze?
• Write down what happened
• Why it is unexpected
• Why it is bad (longer process,
wrong element usage)
• Remember it is not statistics
2013
Next steps
• What to keep
• What to change
• What to test more
• What to measure later
2013
What next?
2013
Biometrics and
Neurogaming
2013
Biometric test methods
• Biometric game controllers (PS4, Xbox One,
Eye Tribe)
• Galvanic skin response sensors
• Eye tracking
• Electroencephalography (dry EEG)
2013
Source: http://www.pcgamer.com/2013/02/01/why-games-need-color-blind-modes-see-simcity-with-simulated-color-blindness/
2013
Q & A
Thank you
www.trinidad.ee
Rene Rebane &
Marko Nemberg
2013

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Crafting outstanding game experiences through user testing by Rene Rebane & Marko Nemberg (Trinidad Consulting)