游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

关于游戏易用性测试的5个常见问题

发布时间:2013-07-03 17:30:40 Tags:,,,,

作者:Marko Nemberg

数周前我们在Gamefounders举办了一场大规模的测试活动,并发现整个过程真是令人大开眼界。

原因很简单,我们根本没有想到会出现多的测试对象,而协调这种测试场面真是一个不小的挑战(如下图)。

这个测试活动持续一整天,由两组25名年轻人组成,平均年龄为15岁。最让我们惊讶的是他们虽然是爱沙尼亚人,但却都能用英语自如表达,并且怀着极大的热情试玩游戏。

testing-sessions-in-full-swing(from trinidad)

testing-sessions-in-full-swing(from trinidad)

我们发现这个过程中大家最缺乏的是如何协调测试。也许有人会认为你怎么提问并不重要,但这实际上很有关系。

以下是最常见的游戏测试错误做法及其对应策略:

1.给予太多引导

你在协调一个测试活动时,要尽量少谈游戏或应用的情况。就算你闭口不谈游戏,或者根本不给予玩家任何游戏的背景信息也没有关系。

要让他们自己去想怎么回事。应该让玩家从安装应用到一开始玩游戏时就理解其中的机制。如果他们没有理解,那就说明你的游戏出问题了。

2.假设太多情况

不要假设玩家总能理解你的游戏内置菜单。在测试游戏本身之前,要让测试对象自己说说菜单,以及游戏中的项目。看看玩家是否理解每个设置和按钮的功能,他们如何理解不同菜单项目的作用。

要确认一下游戏中是否含有面向残疾人的简单模式和残疾模式。例如针对色盲者更改颜色方案,为听力障碍者提供详细的字幕,为认知或行动不便者更改游戏的速度。

3.仅对一种群体测试游戏

如果你是在制作吸引不同年龄和性别群体的休闲游戏,那你就要针对所有的目标用户测试游戏。如果是制作瞄准少儿用户的教育类游戏,你也要针对会购买游戏的家长进行测试。

如果他们不理解游戏概念,那么家长就不会购买游戏。

draw-n-guess(from trinidad)

draw-n-guess(from trinidad)

4.说话太多

不要提太多问题导致玩家分神,无法融入游戏世界。要让玩家玩游戏,并口头描述他们的体验。询问他们当时的感觉,并尽量提一些开放式的问题。问问有什么元素让他们很受挫?哪些内容引起他们强烈的情感共鸣?

尽量不要打扰玩家。每名玩家的协调员控制在一人即可。如果半途突然冒出个其他人来提问,会让玩家很困惑。

要学会观察姿体语言——看看他们是放松还是紧张,他们的身体是否对应游戏中的特定操作。看看此时他们的眼睛中是否会有独特的光彩。

5.未进行记录

在测试中做笔记是好事,录下整个测试过程也同样如此。我建议结合使用屏幕录像机(有些应用可以通过内置摄像机录下iOS游戏玩家的面部表情)和视频摄像机,录下测试对象的表情。

除了这个设置,还可以使用皮肤感应器,以便验证你的测试结果。

额外建议:如果条件允许,还可以使用皮肤感应器和眼球追踪工具。

皮肤感应器会通过检测情感反应而显示玩家的实际感觉。如果你是在测试Xbox或PS3电子游戏,那还可以用上植入游戏控制器的感应器,让玩家在不受干扰的情况下测试游戏。

如果你还需要最大化测试结果,还可以用上眼球追踪设备以获得更有深度的数据。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Five Common Mistakes in Game Usability Testing And How To Avoid Them

by Marko Nemberg

As some of our readers might already know, a couple of weeks ago we held a massive playtesting session at the Gamefounders game accelerator (which is first of its kind in Europe) and let us just get this out of my chest: the whole experience was mind blowing!

Why, you ask? Well. The reason is simple. We didn´t expect to have so many test subjects and moderating the tests was a real challenge as you can see on the picture below.

Testing sessions in full swing

It was a full day session and consisted of two groups of twenty-five youngsters, average age about fifteen. What surprised us the most was their good verbal command of the English language (because they were Estonian) and also their eagerness to let loose and just wreck the games completely.

About the teams

What we did notice was a general lack of knowledge in how to moderate the testing sessions. One may think that it doesn´t matter how you ask the questions, but it matters a great deal.

Without further ado, here are the most frequent game usability testing errors and how to avoid them.

1. Too much guidance

When you are moderating a testing session, try to talk about the game or app as little as possible. It is perfectly fine to be mute and not give the player any background information about the game at all.

Let them figure it out by themselves. Players need to understand the mechanics of the game from the moment of installation to the very first moment of playing it. If they don´t then you have some work to do.

2. Assuming too much

Don´t assume that the player always understands your in-game menu. Before testing the game itself, try to get the test subjects to speak about the menus and items in the game. Do the players understand what each setting and button does? How do they think they can move around the different menu items?

During the sessions I witnessed teams skipping past the start screen and also the menu options, which is a bad move. You might have usability errors in the menu system and not even know it.

Look out Tetris, here comes Huebrix!

Do check if the options also include easy mode and handicapped mode for players with disabilities. The options might change the colour scheme for players with colour blindness, enable detailed subtitles for players who can`t hear and change the game pace for players with cognitive or mobility problems.

3. Testing with just one demographic

If you are making casual games which should appeal to several different age and gender groups then you should test the games with all of them. With learning games aimed at small children you might want to test the game with their parents who actually buy the games.

If they can´t understand the concept then chances are they won´t buy the game.

4. Talking too much

Don´t distract the players with too many questions and take them away from the game world.  Instead, ask them to play the game and verbalise their experience. Ask them what they are feeling at the moment and try to make the questions as open ended as possible. Is something frustrating them? Is something triggering a strong emotional response?

Draw N Guess was a hit with both girls and boys

The less you interrupt the player, the better. Try to limit the number of moderators to 1 per player. The player gets confused if suddenly somebody else starts asking the questions.

Try to observe the body language – are they relaxed or tense, does their body react to certain actions in the game. When do they have that special glare in their eyes etc.

5. Not recording the sessions

Taking notes during the test sessions is a good thing, but do also record the actual tests. For games I suggest using a combination of a screen recorder (there`s a nifty app for iOS apps out which also records the face of the player with the inside camera) and a video camera aimed at the face of the test subject.

Couple this setup with a skin response sensor and you will have a great way of validating your test results.

Extra tip: Use skin response sensors and eye tracking tools if possible

The skin response sensor will show you what the player is actually feeling by measuring strong emotional responses. If you are testing video games for Xbox or PS3 then there is also a sensor available, which is built into the game controller itself, giving you a nice non-intrusive way to test your game.

Should you need the maximum results then you can also use an eye tracking device for in-depth data.

That`s it for now. Feel free to share the knowledge (along with this post, it`s a good post) and remember: don`t assume, test!(source:trinidad


上一篇:

下一篇: