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Sprint3 Team 3: User Testing for ending menu design

Jasonzcx edited this page Oct 4, 2022 · 2 revisions

background

In the first two sprints, our team selected and designed background music, including Action Sounds, etc. In Sprint3, our team changed direction and was mainly responsible for designing the interface of winning and losing games. This user test examines and evaluates the design of the end menu to get feedback on aesthetics and functionality in the initial design, as well as add-on designs for the next sprint. The feedback from this user test will be of great value to subsequent development and will help us improve and optimize in the next sprint.

introduction

  • We created a survey form, posted it to the game discussion group, and received the results from a variety of users, including people :

from other teams in the same studio, classmates, friends, etc.

  • These questions are based on the information the player has access to, including their state and performance in the game. Because we have provided various options, the testing commonly used in user testing to understand users' preference. In general, we asked participants whether they preferred which design and why.
  • The link to the survey is: https://wj.qq.com/s2/10899272/9142/

questions and results

1 2 1 2 2 3 4 5 6

analysis

As shown in the results, we had a conversation with all the respondents at the same time, and they explained some of the reasons for their choice. Most of the respondents gave the following opinions:

  1. As for the pop-up mode of the interface, they believe that the full-screen display has a greater visual impact, stronger and more shocking. Since the full-screen display contains more display area, the visual impact is greatly improved
  2. For the interface display of winning and losing, respondents said that "clean interface and simple information are more attractive and advanced". Therefore, we choose to provide the restart game and return menu to make the interface simple, while the information not displayed can be selected after returning to the menu. We think this satisfies the two main points of brief interface and no missing information
  3. The color selection is relatively simple, and the use of gradient makes the picture not too simple, with the feeling of the end of the game
  4. In terms of text content and format, we still use simple style to meet the pixel style, and the interface has a sense of advanced. In terms of graphic selection, we choose the complete and broken hearts to represent the ending of the game, some interviewees said that this is related to the large-scale game "Minecraft", which gives people a good feeling. qq

Future Testing/Evaluation

We know that the two interfaces have certain repeatability, which gives people little contrast, and the design of the interface at the end of the game is not rich enough.

The next sprint user test will be based on the information gathered from this test and feedback. We have planned future tests and evaluations that may be needed to ensure that the team's work is exactly aligned with what needs to be done in the next sprint:

  • Increase the color diversity of meet-and-greet displays
  • Add additional text and options as necessary
  • We will conduct a satisfaction survey to improve the five aspects of text, color, graphics, content and format

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
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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