I have conducted user testing with my initial version of the project. The user tested my game twice, without instruction and with instruction later. Videos are attached below.
- Are they able to figure it out? Where do they get confused and why? Do they understand the mapping between the controls and what happens in the experience?
On the first trial, the user had trouble understanding the point system and the order of the very first two mini-games. In my opinion, this happened due to the lack of a button/indicator that would instruct what to do next. Control mapping was understood, and the user has managed to figure out that the game is mouse-controlled, which is pretty straightforward, as he happens to be a frequent laptop/technology user. Yet, in a case where a person is not familiar with technology, control mapping can be difficult, which means that in further versions, I need to be clearer on the intent and instructions of the game.
2. What parts of the experience are working well? What areas could be improved?
I feel like the overall design of the game works pretty well, in user’s opinion it is aesthetically pleasing. What could be worked on, both from my brainstorming and user’s feedback, is the back/forth buttons that let you progress through the game, and more clarity of instructions, as well as clarity of the point system.
3. What parts of your project did you feel the need to explain? How could you make these areas clearer to someone who is experiencing your project for the first time?
After the initial testing, I had to explain that as soon as the user is done with the mini-games in that particular scene, the user has to click the bottom right button in order to progress to the next scene. In my opinion, I need to be clearer on the instruction of the game, for example including a brief overview of how the game works on the introductory page, or having a mini-tutorial on how the control works. It is also worth noting that the user took 1 minutes and 30 seconds to complete the game on the first try, while on the second try, after my instruction, the user took only 30 seconds to complete all of the tasks. The efficiency/time of completion increased x4, which means that providing valuable instructions is extremely important for a smooth user experience.
First trial of the game:
Second trial of the game: