Focus Testing Basics. CMS.611J/ Fall 2014

Similar documents
5 Guidelines for Learning to Spell

PREP S SPEAKER LISTENER TECHNIQUE COACHING MANUAL

How to make an A in Physics 101/102. Submitted by students who earned an A in PHYS 101 and PHYS 102.

Course Content Concepts

Chapter 5: TEST THE PAPER PROTOTYPE

PUBLIC SPEAKING: Some Thoughts

The Flaws, Fallacies and Foolishness of Benchmark Testing

Introduction to Communication Essentials

Speak with Confidence The Art of Developing Presentations & Impromptu Speaking

Unit Lesson Plan: Native Americans 4th grade (SS and ELA)

flash flash player free players download.

Learning, Communication, and 21 st Century Skills: Students Speak Up For use with NetDay Speak Up Survey Grades 3-5

PREVIEW LEADER S GUIDE IT S ABOUT RESPECT CONTENTS. Recognizing Harassment in a Diverse Workplace

Outreach Connect User Manual

What to Do When Conflict Happens

Welcome to the Purdue OWL. Where do I begin? General Strategies. Personalizing Proofreading

Attention Getting Strategies : If You Can Hear My Voice Clap Once. By: Ann McCormick Boalsburg Elementary Intern Fourth Grade

E C C. American Heart Association. Basic Life Support Instructor Course. Updated Written Exams. February 2016

TIMBERDOODLE SAMPLE PAGES

Extending Learning Across Time & Space: The Power of Generalization

Critical Thinking in Everyday Life: 9 Strategies

Why Pay Attention to Race?

PART C: ENERGIZERS & TEAM-BUILDING ACTIVITIES TO SUPPORT YOUTH-ADULT PARTNERSHIPS

Introduction to CRC Cards

Time, talent, treasure FRATERNITY VALUE: PHILANTHROPIC SERVICE TO OTHERS SUGGESTED FACILITATOR: VICE PRESIDENT OF PHILANTHROPY

CAFE ESSENTIAL ELEMENTS O S E P P C E A. 1 Framework 2 CAFE Menu. 3 Classroom Design 4 Materials 5 Record Keeping

Case study Norway case 1

Earl of March SS Physical and Health Education Grade 11 Summative Project (15%)

Rottenberg, Annette. Elements of Argument: A Text and Reader, 7 th edition Boston: Bedford/St. Martin s, pages.

How we look into complaints What happens when we investigate

LEARN TO PROGRAM, SECOND EDITION (THE FACETS OF RUBY SERIES) BY CHRIS PINE

NCSAC THE VOICE HANDBOOK. Student Administrative Council. Niagara College. student life defined

RESOLVING CONFLICTS IN THE OFFICE

Virtually Anywhere Episodes 1 and 2. Teacher s Notes

Occupational Therapy and Increasing independence

CLASS EXPECTATIONS Respect yourself, the teacher & others 2. Put forth your best effort at all times Be prepared for class each day

Getting Started with Deliberate Practice

babysign 7 Answers to 7 frequently asked questions about how babysign can help you.

Synthesis Essay: The 7 Habits of a Highly Effective Teacher: What Graduate School Has Taught Me By: Kamille Samborski

Listening to your members: The member satisfaction survey. Presenter: Mary Beth Watt. Outline

a) analyse sentences, so you know what s going on and how to use that information to help you find the answer.

Lesson Plan. Preparation

Kindergarten Lessons for Unit 7: On The Move Me on the Map By Joan Sweeney

Consequences of Your Good Behavior Free & Frequent Praise

What is Teaching? JOHN A. LOTT Professor Emeritus in Pathology College of Medicine

TU-E2090 Research Assignment in Operations Management and Services

Parcel. Low-fi Prototyping & Pilot Usability Testing. Management & Documentation. Development & Digital Prototyping

Client Psychology and Motivation for Personal Trainers

Essay on importance of good friends. It can cause flooding of the countries or even continents..

COMMUNICATION & NETWORKING. How can I use the phone and to communicate effectively with adults?

10 Tips For Using Your Ipad as An AAC Device. A practical guide for parents and professionals

REFERENCE GUIDE AND TEST PRODUCED BY VIDEO COMMUNICATIONS

Local Activism: Identifying Community Activists (2 hours 30 minutes)

How to get the most out of EuroSTAR 2013

BEING MORTAL. Community Screening & Discussion Toolkit

Experience Corps. Mentor Toolkit

Kindergarten - Unit One - Connecting Themes

The Foundations of Interpersonal Communication

The Evolution of Random Phenomena

Stimulation for Interaction. 1. Is your character old or young? He/She is old/young/in-between OR a child/a teenager/a grown-up/an old person

Welcome to The National Training Institute for Child Care Health Consultants

Understanding and Supporting Dyslexia Godstone Village School. January 2017

To the Student: ABOUT THE EXAM

Conducting an Interview

Facilitating Difficult Dialogues in the Classroom. We find comfort among those who agree with us, growth among those who don t. Frank A.

Houghton Mifflin Online Assessment System Walkthrough Guide

Appendix L: Online Testing Highlights and Script

Introduction to Causal Inference. Problem Set 1. Required Problems

Assessment and Evaluation

Given a real-life scenario, the student will identify possible choices to consider when being teased about physical appearance.

QLWG Skills for Life Acknowledgements

Evidence-based Practice: A Workshop for Training Adult Basic Education, TANF and One Stop Practitioners and Program Administrators

Problem-Solving with Toothpicks, Dots, and Coins Agenda (Target duration: 50 min.)

Chapter 9: Conducting Interviews

PRESENTED BY EDLY: FOR THE LOVE OF ABILITY

Students will be able to describe how it feels to be part of a group of similar peers.

The Writing Process. The Academic Support Centre // September 2015

Top Ten Persuasive Strategies Used on the Web - Cathy SooHoo, 5/17/01

White Paper. The Art of Learning

IN THIS UNIT YOU LEARN HOW TO: SPEAKING 1 Work in pairs. Discuss the questions. 2 Work with a new partner. Discuss the questions.

File # for photo

Utilizing FREE Internet Resources to Flip Your Classroom. Presenter: Shannon J. Holden

How to Teach English

Course Syllabus p. 1. Introduction to Web Design AVT 217 Spring 2017 TTh 10:30-1:10, 1:30-4:10 Instructor: Shanshan Cui

CHAPTER 2: COUNTERING FOUR RISKY ASSUMPTIONS

CORRECT YOUR ENGLISH ERRORS BY TIM COLLINS DOWNLOAD EBOOK : CORRECT YOUR ENGLISH ERRORS BY TIM COLLINS PDF

Leisure and Tourism. Content

Promoting Active Learning in University Classes

Effective Practice Briefings: Robert Sylwester 03 Page 1 of 12

Vorlesung Mensch-Maschine-Interaktion

Using the CU*BASE Member Survey

Life and career planning

Fearless Change -- Patterns for Introducing New Ideas

Learning Lesson Study Course

Job Explorer: My Dream Job-Lesson 5

g to onsultant t Learners rkshop o W tional C ces.net I Appealin eren Nancy Mikhail esour Educa Diff Curriculum Resources CurriculumR

Lecturing in the Preclinical Curriculum A GUIDE FOR FACULTY LECTURERS

own yours narrative essay about. Own about. own narrative yours about essay essays own about

Behavior List. Ref. No. Behavior. Grade. Std. Domain/Category. Social/ Emotional will notify the teacher when angry (words, signal)

Heart to Start Red Kit

Transcription:

CMS.611J/6.073 1 Focus Testing Basics Key Points: Choosing focus testers; what to know before you start testing; advertising; what do your testers need to know before they start playing; observing testers and gathering data; treating your testers with respect; What do you do with the data; Quick Checklist of Things to Do and Have. Choosing Focus Testers: Know your audience. Know what you want to test. This is most relevant for out of class testing, as where you advertise and who you contact affects what kind of person attends. For in-class testing, you're going to get a fairly homogenous group of players: college students with a strong interest in video games. Most of the people in the world aren't like that, so you want to keep that in mind for your results. What kind of people you want as your focus testers depends on what your goal is. If you're trying to create a game that you think only hardcore, serious video game players will play, you're going to want to get people who spend thirty hours a week playing videogames, and the other ninety hours a week thinking about them. If you're making a game targeted at ten year olds, you'd better get some ten year olds in to test it, because it doesn't matter how much college students like it; that's not your target audience. On the other hand, if you're trying to create a game that appeals to a broader section of people, you want a broader selection - folks who play games a lot, occasional players, people who usually sit and watch someone else play, but can be tempted into playing 'just one game.' They are harder to find, but that makes their feedback more valuable - because they are less informed on how to play video games, and less skilled, they represent a ' casual player' better - because they ARE. They often have more problems with the UI, or understanding instructions, or slower reactions so the games are just too hard for them - and for a potential 'casual' game, that information is really important. Advertising for Focus Testers: Advertise for your audience in advance. Choose the appropriate channel. Give them a reason to come. Your target tester isn't going to walk in the door just because you need them. So, think about where they are likely to hang out, and what communication method will get their attention. You also need to give them enough time to make it to your testing site, but don t advertise so far in advance that it gets forgotten by the time the actual event rolls around. Do you want casual gamers? How about postering at an Internet café, or a coffee house that offers wireless? Do you want college students? Poster on campus, or in dorms.

People have inertia; by default, they aren't going to come. If you can offer them something -even something as simple as pizza and soda, or cookies - it may increase the likelihood of them appearing. Giving people an email address to RSVP to may also increase response; after all, people who have responded feel a bit of commitment. What do you and your testers need to know before you start testing? Know your focus test goal. Be prepared with questions or surveys for your players. Be prepared with scripts for the team running the test. Baseline questions. CMS.611J/6.073 2 First, and most important: why are you focus testing? To determine your game s overall playability? Level of difficulty for a new player? A specific mechanic implementation? Ease of use with your current user interface? Have a goal a key goal expressed as a question, preferably in simple English. We want to know if a new player unfamiliar with rhythm games can understand and start playing our game quickly. Secondly, you need to know what information to share with testers before start playing. In a perfect universe, you could set them down in front of the game and start them playing. However, frequently user tutorials, clear UI, and helpful hints are among the last part of a game to get in. So how do you explain the game to your player, giving them the same amount of information they would get from the game in the real world? By writing and using observer scripts for the people running the prototype, and preparing player handouts for your testers. Player handouts are a single sheet of paper, with all the relevant keys, instructions, and how-to that you expect to give your players in your final game. Think of it as a reference card if a player wants to know how to jump, they should be able to check their handout, and not need to ask a hovering observer. Observer scripts are written for the people running the focus test. They list what information players should be give before starting the game, what information players should receive after playing, and what questions the observers should ask (and when to ask them.) By standardizing the information you give your players, you have a better chance of getting usable data from them. Scripts also control for the natural tendency developers have to show-off their game. If you leap in and show your testers what they should be doing, you will never learn what your players really will do, without a helper to point things out. Unless you intend to ship a team member with each game, that s not going to be helpful. And, finally, you need to know what you want to know from each player. Is observing them and taking notes enough? Do you have a list of specific questions you want answered? How are you going to gather and record the data from the focus test? Think about whether you want a interview with the observer and set of questions to ask; a one page survey, or just notes from the observer watching the game being played. One more thing: baseline questions. Sometimes, you want to know how experienced someone is, so you can take their results with a grain of salt if you are testing a physics learning game, you are going to get a very different understanding of the game from a fifth grader vs physics teacher. So you may

CMS.611J/6.073 3 want to ask some basic baseline questions about your testers. Try to *only* ask these questions if you actually need the data every question you ask about the player is one less question (generally) you can ask about the game, since each player has only so much patience for answering questions! Sample baseline questions include: How many hours a week do you play games? Do you consider yourself a hardcore gamer? What is your favorite kind of game? What age group are you (15 and under) (15 25) (25 35) (35 and up) Do you like type of games? Observing Testers and Gathering Data Have instructions for the game ready Observe without interfering or leading your players. Keep surveys short one page max! You should try to keep your focus testing as scientific as possible: while your test is running, you don't want to contaminate the data. In this case, that means avoiding influencing your testers, or ruining your results by giving them outside information. In practice, this means you need to know exactly what information it is reasonable for an 'average player' to have, and in what format, and to give that, and only that, to your tester. So, if your game is supposed to be downloaded from the Internet, and have all of its instructions in its menu system, you want your testers to receive all of their information from the game - not their observers. Ideally, you should sit back quietly, watch them play, and take notes; if they ask for more information or 'hints', you should shake your head, and ask them - for the sake of the testing - to make do with the information available to them. If there is an unexpected problem with the game, or testing, then you should intervene. The game crashes, a new mechanic isn't working properly, etc. After the testing is done, you will probably have a few more questions to ask them; those can either be asked verbally, and the notes written down (if so, have just a few questions); or, you can hand them a questionnaire to fill out. Keep "time spent filling out paperwork" less then "time spent playing the game"; for short games, more than one page of questions is too much. Treating Testers With Respect: Don t tell them what to do; ask them what is wrong. If you notice a player is frustrated, ask them why, and ask them if you can help, or if they d like to quit. Let players fill out their surveys in privacy. Don t ask personal questions. Your players are helping you make your game better, so treat them well. Be courteous, and make sure that they feel comfortable. They've decided to use some of their time to help you with your work-inprogress, and it is their choice to be here at all times. Remember that your testers may quit testing at any time, and that answering questions is voluntary - they may choose to answer some, all or none of the questions asked of them.

Also, while you should be as much of a 'silent observer' as possible, remember that you are observing a person. If the tester is clearly getting too frustrated, too annoyed, upset or angry, ask them about it. Ask them what is so frustrating, and ask them if they would like assistance. Note that your help was necessary - because no game should make someone that frustrated - but give them a hand when needed. After Testing: Now What? Review your observations and your surveys. Decide how to use the results. Review your survey and focus test goals, so you can improve the process next time. Remember your testers are TESTERS, not game designers. CMS.611J/6.073 4 Once you've finished the focus test, gather up your notes, and the team, and review the information. Once again, it really helps to have a couple of key questions you are trying to get answered "Is the game too hard?" "Is the UI easy to use?" "Is the game fun?" Look at the data through those lenses, and see what you are doing right and what you are doing wrong. You will often learn things about your game you didn t expect to, things that you didn t even realize were a problem, or things that the players enjoyed you hadn t expected them to. Take advantage of that! On the flip side sometimes the answers are all over the place, and you can t quite figure out what to do with it. Review your surveys, think about how you could focus your questions a bit better. And, finally players will always be happy to tell you what to do. They will have suggestions, ideas, complaints, you name it. Accept those suggestions and complaints politely and gracefully and then, think seriously about throwing them all out. Just because one player or ten - wants you to add guns to your game doesn t mean your game needs guns; it may mean that those players are ones who couldn t imagine playing a game without guns. Possibly you need a group of less aggressive focus testers. In the end, you are making the game, and the final design decisions must be guided by you, your team, and whatever the overall goal of your game is. Your focus testing data is just that data. You need to decide how to interpret it, and how to use it. Quick Focus Testing Checklist. (Not intended to cover all situations!) Pre-Focus Test 1. Decide on the focus test's goal - the best goals are formed as a question that your observation of testers will answer. "Do people enjoy the game?" "Is our UI easy to use?" "Do people understand our life mechanic?" 2. Choose your audience. 3. Choose a place and a time (should be convenient for your target audience!) 4. Write up a set of questions (if you want a filled out survey.) 5. Will the testers need any additional information to play your game that isn't included in the game? You may want to write up a simple How To Play guide, if your game isn't advanced enough yet to have necessary instructions embedded in the shell and UI.

6. Make sure you have a stable working build, installed and tested on each of the testing machines, that will allow your testers enough functionality to answer your questions. During the Focus Test CMS.611J/6.073 5 7. Have at least one observer for each station where the game is being played. Observers should take notes, assist with starting and ending the game, provide surveys for filling out afterwards, and answer any questions. 8. Ideal observers? Everyone on the team! Designers, programmers and artists all see the game a bit differently, and likewise often focus on different aspects of the game. 9. It's often helpful to have one central person collecting finished surveys, and any notes from the observers that go with the surveys; that way things don't get lost. 10. Don't ignore observations just because they don't match your Questions. Testers will often turn up problems or make observations that never occurred to the team to think about. After the Focus Test 11. You need to have a meeting to discuss the results, and decide what if anything the team is going to do about it. You can either go over the raw data (read the surveys out loud together!) at the meeting, or have someone compile the survey and observational data into a reasonable synopsis. (Having someone compile the data into a reasonable synopsis is a good time saver, but there is also value in everyone seeing the raw data, thus avoiding single viewpoint bias.)

MIT OpenCourseWare http://ocw.mit.edu CMS.611J / 6.073 Creating Video Games For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms.