Final Project User Testing (Week 13)

User Testing

The user testing for this project was both enlightening and entertaining. The first test occurred just a few minutes before the Interactive Media (IM) showcase. Vladimir Sontea, the first person I invited to test the game, provided a unique perspective and valuable feedback. Below is the video recording of the session:

In the video, you can hear me laughing at how quickly Vladimir lost before even starting the game. What stood out wasn’t his loss but the realization of certain faults in my game design. This moment marked the beginning of identifying key areas for improvement.

Observations:

User Experience

  • The user quickly figured out the navigation system, including accessing the instructions page, selecting the desired timer, and starting the game. This indicates that the visual structure of the game is intuitive and easy to understand.
  • However, there was significant confusion about what happens when the wire is touched. Questions like “How many lives do I have?” and “What are the conditions for losing?” came up frequently.

Game Mechanics

  • The key mechanic—reducing the timer by 5 seconds when the wire is touched—was unclear to users. This detail was missing from the instructions, which many users tended to skip.
  • Initially, I left this aspect as part of the game’s “discoverability,” where players would learn the rules by playing. However, based on feedback, I made this mechanic more explicit to avoid unnecessary confusion. The following image shows the changes I made to ensure users understood the game instructions:

What Worked Well

  • The core mechanics, including the timer countdown and the win/loss conditions, functioned as intended.
  • The navigation system, with options for instructions and gameplay, was clear and easy to use.
  • The visual appeal of the game effectively drew users’ attention, and the inclusion of the “gold handle” added a premium feel to the design.

Areas for Improvement

  1. Instructions:
    • Many users skipped the instructions page, leading to confusion about certain game rules. Adding more visual and interactive cues to emphasize key mechanics (like the 5-second penalty for touching the wire) could help.
  2. Design:
    • While functional, the game’s visuals could be enhanced further to improve its overall polish and user experience.
  3. Preparation Countdown:
    • The 3-second countdown appeared as a glitch to users unfamiliar with its purpose. Better visual or auditory cues could make it clear that the countdown is intended to give players time to prepare.
  4. Safety Concerns:
    • Some users were hesitant to interact with the conductive handle, fearing they might get shocked. Adding a clear safety disclaimer in the instructions would address these concerns.

 

These insights, gathered during the first user test case, informed improvements in the game’s mechanics, design, and user experience. Although these seemed to be the challenges of the game, I strongly believe that it would not take away the experience of the game.

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