2015年9月13日星期日

WK7_user testing feedback of paper prototype

During this section, we made a paper prototype to test our project.
The reflections and feedbacks from the testers are listed below.
Tester 1: Lily and Lyndon
  • Why I need to sign up (what’s the meaning for sign up)
  • Why a question pop up at the beginning (let testers feel confused)
  • Too many distracting items and useless checks
  • No responds on unclickable items
  • Need something to remind them they’ve clicked on that item
  • Keep the question displaying on the top
  • Give some hints about how many clues I need to explore, and how many words on that answer
  • Too hard: questions and answers are not suitable for our audiences to answer -- content is quite difficult.
  • Using sidebar to collect all the clicked items
Tester 2: Aster
  • Click to see the next dialog rather than the dialog change automatically because users’ reading speed is different.
  • Hints on the remaining clues -- if they can’t find all the clues in 5 minutes, the system should highlight that clue for users
  • Add social media functions such as Facebook -- share your scores on FB
  • Each clue should have connection with others rather than independent clues
Tester 3: Simon and Lethstar
  • No register button in the login screen?
  • Why questions pop up and what the question about?
  • Should not display questions automatically
  • No “cancel” signs on each pop-up
  • Too hard: questions and answers are not suitable for our audiences to answer -- content is quite difficult.
  • No responds on unclickable items
Team member: Christine
  • Return button on leaderboard pop-up
Observation
  • Testers will lose patient, if they didn't get any feedback or response of game within 3 minutes. Then, they try to click everything on the screen.

Summary
According to testers’ feedbacks, we’ve decided to make some changes and improvements for our project.
-          When users open the webpage, they will see a tidy but entire log-in interface(which won’t forget “the register”).
-          After logged in, there will be a brief tutorial about our project (web game) in order to let users know the game rule.
-          Followed by the tutorial, a dialog between the thief and detective is to promote the game start and the let users know the game purpose. Besides, all dialog will show up by users clicking so that users could read it based on their own reading speed.
-          As for our game, we will modify our script carefully insuring each item that users clicked will give users a proper response. Therefore, no matter the item is useful or not, the proper response will be given to keep users attention and give users some useful instruction.
-          If users clicked any useful item, the clue it will pop up. The user will be able to close the pop-up window from the cancel button in the top right corner.
-          All useful items that users clicked will be highlighted to remind users that which clue they have found.
-          There will be a hint on the top right corner of the game interface to remind users how many clues they need to find.
-          All unclickable items color will be adjusted in order to reduce the misdirection.
-          The return button and restart button will be added on the leaderboard respectively so that users can return to the last level or restart the game from the beginning.

2015年9月6日星期日

WK6_presentation and feedback

Presentation


We did a presentation at this week, introducing the latest version of our concept. We received many feedbacks from the tutor and other groups, some among which are quite suggestive. After a serious discussion of those feedbacks, we decided to incorporate some in our final design.



Feedbacks from the class and tutors:
  1. Change from a countdown timer to a stopper that counts up.
  2. Add leaderboard to the game: when the game finish(find the diamond), a leaderboard will pop up in order to display the player’s rank by his/her detection time. The person who takes the shortest time will be listed on the top of the leaderboard.
  3. Add authority system for an educational purpose: teachers can login their accounts to customise the game level based on the given data from Trove. The customised game can then be played by their students.
  4. We should think about an expected passing-level-time of most gamers.
  5. We should think about how many clues should be set in one level.



Reflection on each feedback

a. Feedback 1 & 2:
The following recommendations are suggestive and can be accepted in the concept development.
  • Compared with giving pressure to gamers, we prefer to offer a better gaming experience. We accept Steve’s idea of changing the decrementing timer to incrementing timer as well as adding a leaderboard. In other word, normal users have no pressure on the time limitation. However, for ambitious gamers, they can focus on the game itself and complete the game as fast as possible.

  • Cursor effect will not be changed if player hovers their mouse over an interactable item. When the player clicks on that item, the item detail will appear as a pop-up window showing all the contents of that specific item.

  • Initially, they can check out the hints if the player can not find certain clues to continue the game. By reflecting on the suggestions, we decide to apply Steve’s idea, as the purpose of the timer changed from giving the user time pressure to boosting their motivation, morale and engagement when users are given a game performance leaderboard. In this case, removing the hint setting is more suitable for gamers.

b. Feedback 3:
  • The authority system is good, but can’t be realised at this stage due to the time and resource limitation. We thus decide to give it up.

c. Feedback 4 & 5:


  • In the final game, each level can have approximate 5 clues for deciphering the answer.
  • The expected passing-level-time would be about 10 - 15 minutes a level. We will predetermine clues to control the difficulty of each level.