Play testing

Designing Games for Non-Gamers: Rapid Prototyping as a Design Methodology by Dennis Paiz-Ramirez, Sarah Chu, Allison Salmon, and Belinda Gutierrez

A short but good read. I photocopied it and handed it out to the GameOn team. Playtesting has such a nicer sound than usability testing. Below are some of the what I considered the best takeaways.

  • Quick prototypes paired with frequent playtests allowed us to address any misconceptions we had about our target audience.
  • Questions we asked during playtesting were: 1 - Can players determine the goal of the game? 2 - Does the game retain players' interest? 3 - Do game scenarios make sense?
  • Tutorials: we gave players information about the interface as it became necessary for gameplay.
  • We learned that the tutorial should be explicit about what players can do in the game and should explain what happens when a player performs a game action. We also need to allow users to skip the tutorial and explore the game if they feel comfortable doing so.
  • Keep [tutorial] content focused on the goal of the game.
  • Highlight the game's main goal first.
  • Conduct frequent playtests.

Referenced
User Experience, Volume 10, Issue 4, 4th Quarter 2011 www.UsabilityProfessionals.org
p 11-13

Printed from: http://tibetantailor.com/?p=2526 .
© Dennis Schleicher Jr 2017.

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