up down left right a usability postmortem tony rado – executive director global quality assurance,...
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Up Down Left RightA Usability Postmortem
Tony Rado – Executive DirectorGlobal Quality Assurance, [email protected]
Paul Venuti – DirectorDevelopment Services, [email protected]
www.soedevservices.com
Why usability? Usability statistics Organizational relationships Benefits of in-house lab Challenges of in-house lab Usability lifecycle
5 Phases 18 month trial and error Lessons learned
Vivox (EQ, EQ2, SWG) Free Realms DCUO, Agency
Up, Down, Left, and Right. A Usability Postmortem
A Usability Postmortem
Why Usability?
Designers, Developers, Producers, and Executives watch target demographic play games
Increase time to market
Controlled environments
We didn’t have solution in place to extract critical information from target audience
Issues with beta testing:MisinformationCritics of gameNot targeting audience but accepting audience
A Usability Postmortem
Usability Stats - May 08 to August 09
44 Usability Tests
1 Focus Test
2 Time-to-Task Data Collection
Total of 473 Candidates
60 Candidates – Competitive Analyses
47 Candidates – Concurrent Vivox23 Candidates – Web Presence18 Candidates – The Agency
177 Candidates – Free Realms
7 Candidates – 3rd Party Contract
36 Candidates – Free Realms First Impression Focus Test
71 Candidates – Free Realms Combat and Racing Data Gathering/Balance
34 Candidates – DCUO
A Usability Postmortem
Organizational Relationships:
Development Services
Quality Assurance
Development
Marketing
A Usability Postmortem
Benefits of an In-House Usability Lab?
Quality equates to successQuality buy-in from all vested partiesReal time monitoringAbility to record A/V on site
EducativeNo limit on testing iterationsImmediate feedback / Immediate
resolution
“Best practices call for between 8% and 13% of project budget be spent on Usability” *Jakob Nielsen, Alertbox, 7 January 03
Not an ROI in classical senseProject cost measured in terms of moneyUsability measured in terms of increased usage, efficient use, high user satisfaction*
A Usability Postmortem
Challenges of Building In-House Usability Lab?
Changing CultureShrinking Budgets - $$$InfrastructureTechnological Challenges
Distance between lab and monitoring room:VideoAudio
Real time synced camera and game play feed support for satellite studios
A Usability Postmortem
[Embedded Video]
A Usability Postmortem
Consultation PhaseInitial and Ongoing Communication
Job requestPlanning meetingTechnological challengesDefine measurables
ISSUE: Requesting party disagreement:GoalsData pointsCannot please and appease everyone
RESOLUTION: Created one point of contact for which all communication funneled through
Lesson Learned
A Usability Postmortem
Recruitment Phase
Generalized recruitment categories for both Internal and External candidates include:
Age
Sex
Hr/Wk playing games (Online/PC/Console)
Favorite games
Specialized – 3rd party contract recruited an ethnic target for European/South American game
A Usability Postmortem
Internal & External CandidatesInternal Candidates
External Candidates
Cost Benefit – Recruitment and incentive costsInitial use of internal candidates were employees then employee childrenRecruited internal candidates with same requirements as if recruiting
externally
Free Realms iterative – Created database of employee children and friendsTreated employee’s children as external candidates
Recruited Boy Scout Troops, local kidsExhausted internal children pool and began external recruitingTime saved by utilization of external recruiting company
A Usability Postmortem
Candidate Bias
Internal
Caroline Jarrett, in regards to internal candidate bias, states that “they may be your target users, in which case they are perfect” *
**Direct observation doesn’t lie**
ExternalGetting paidDesire to please [Embedded Video]On-site testing
*Society of Technical Communications Usability Special Interest Group – March 28, 2009
A Usability Postmortem
Recruitment PhaseLessons Learned - Internal
Lessons Learned - External
ISSUE: Internal bias would taint data due to desire to please or be less than honest
RESOLUTION: Ensured all candidates understood:Setting of quality bar equated to job security!Pride in having input affect changeOpinions would not affect job security!
ISSUE: Candidate no-shows! Sometimes extended testing cycle by one or two days…
RESOLUTION: External recruiting company double confirmation including on testing day, Double book.
A Usability Postmortem
Test Plan Creation PhaseFoundation – Plan to Field Measurable Data Points
Lesson Learned
Contact InformationScenario QuestionsDeliverablesDefined Roles
User Profile Information (which ones were used)
Pre-test QuestionnairesScenarios
ISSUE: The “You’re Doing It Wrong” syndrome
RESOLUTION: Test plan approval
A Usability Postmortem
Test Plan Example
A Usability Postmortem
Test Plan Example
A Usability Postmortem
Testing Phase
Lesson Learned
Don’t give children sugar before a test…
Technicians – Ensure environment stability and smooth technological sailing
Moderators – Conduct testing, exhibit patience
Analysts – Observe, gather data, ensure test follows plan
[Embedded Video]
A Usability Postmortem
Testing PhaseLessons Learned
Jakob Nielsen’s first rule of Usability: Don’t listen to users!!!
[Embedded Video]
ISSUE: Communication between monitoring room and Ulab
RESOLUTION: Bluetooth headsets, IM, mIRC, SMS
ISSUE: Not working as intended (Mechanics, New Build)
RESOLUTION: Full test plan walkthroughs before approval process and walkthroughs on test day
A Usability Postmortem
Post Test Reporting PhaseLargely Conducted by Analysts
Top Ten Issues List – Executive Summary
Data gathering
Video highlight generation
Design suggestions
Prioritized screenshots of Usability severity issues
Report generation
Deliverable
Postmortem
A Usability Postmortem
Post Test Reporting Phase
[Sample Free Realms Mini-Game Report]
A Usability Postmortem
What We TestedWhat We Learned from It
A Usability Postmortem
Vivox Voice Chat Implementation
[Embedded Video]
ISSUE: Spatial constraints became apparent. Candidates were talking to one another
RESOLUTION: Volume in the headphones was increased
ISSUE: Multiple stakeholders driving different agendas
RESOLUTION: Communication conduit ensuring similar approach to static system across multiple platforms
Lessons Learned
A Usability Postmortem
Free Realms
[Embedded Video]
A Usability Postmortem
Difference Between Testing Children and Testing Adults
Conducted research prior to beginning testing
External focus groups – observing and studying methods
Reviewed past GDC presentations about testing with children:
Carla Engelbrecht, Teachers College, Columbia UniversityLittle Hands, Foul Moods, and Runny Noses: The Ups and Downs of Researching Games with Kids: GDC 2008
A Usability Postmortem
Difference Between Testing Children and Testing Adults
Cognitive and physical limitations in children have been long ago mastered by adults*
Example: Free Realms Target Demographic 8-14
Children Aged 7-12, Concrete Operational Stage
Understand Time, Space, Another Persons Perspective
Still rely on concrete objects and experiments to form ideas
Take off kid gloves*Carla Engelbrecht, Teachers College, Columbia UniversityLittle Hands, Foul Moods, and Runny Noses: The Ups and Downs of Researching Games with Kids: GDC 2008
A Usability Postmortem
Lessons Learned
[Embedded User Profile]
ISSUE: Confusion among parties as to whom we were, and should, recruit, against target demographics
RESOLUTION: Created User Profiles based upon 3 candidate profiles created in conjunction with Marketing and Development.
A Usability Postmortem
[Embedded Video]
A Usability Postmortem
Lessons Learned
ISSUE: Build validation prior to testing
RESOLUTION: Point of contact between studios, 3rd party client, and technicians
ISSUE: Geographic challenges
RESOLUTION: Chat feature for remote users to speak with San Diego office, Remote viewing, Remote logging
Result = Active participation from satellite studios
A Usability Postmortem
Conclusion
Greg Spence, Programmer EQ2: “Obvious benefit was ability to identify issues early on that we wouldn’t have caught until we went live. Helped to see where players reacted and stumbled through feature sets.”
Clint Worley, Producer EQ: “Obvious that the way we were presenting it (Vivox) wasn’t compelling. We were looking at the trees instead of the forest.”
Ryan Wells, Assoc. Producer Free Realms: “It was great to be able to make tweaks each week, make predictions about how users would respond and see the results. Our assumptions were often wrong and we learned just how different our audience was from ourselves.”