Games User Research { Cyril Rebetez User Research Team Sony Computer Entertainment Europe User Research at Sony PlayStation 1. Who are Sony Computer Entertainment? 2. Games user research vs usability testing 3. How to do games user research Recruitment Methods Analysis Reporting (Break) Activities – setup a games user research Who are Sony Computer Entertainment? Who are Sony Computer Entertainment? What does the User Research Team do? Usability and User Research – During Development … Now is a good time to watch a video What does the User Research Team do? What does the User Research Team do? Research Projects What does the User Research Team do? Games user research vs Usability? effectiveness efficiency usability learnability memorability satisfaction Productivity effectiveness efficiency G.U.R satisfaction Engagement Not designed for efficiency Games must challenge (in the right way) Passionate Audience Different interaction methods Different interaction methods Different interaction methods usability G.U.R Reduce Hassle Reduce interface Hassle Maximise productivity Maximise engagement Consistent simplicity Progressive complexity Understanding Understanding & performing Focus on effectiveness & efficiency Focus on fun & emotion Mainly behaviour & some attitude Both behaviour & attitude Researching User Experience How to do it? How to do it? 1. 2. 3. 4. 5. 6. 7. Kick off – What are we looking for? Preparation – How do we do it? Recruitment – Who should do it? Moderation – How to make them do it? Observation – What to look for? Analysis – What does it mean? Reporting – How to explain it? 1. Kick off Objectives User Research kick-off • Meet with the people who make the game, • What do they want to know? • Everything • Define the objectives • Who are the audience? • Decide how we can answer their questions. 2. Methods 1 to 1 testing 1 to 1 testing Deep testing with 1 user at a time Focus on observation and interviews 1 to 1 testing What questions can it answer? • Anything based around understanding, including: • Do players know what to do? • Do players know where to go? • Do players know how to use this weapon or ability? • What do players think about a feature? • … 1 to 1 testing “Make sure the VITA can see the cards” 1 to 1 testing “Make sure the VITA can see the cards” 1 to 1 testing 1 to 1 testing Why is it suitable? • Allows close observation of the issues • Can ask questions to the players Multi-seat testing Multi-seat testing 10 users at a time Focus on quantitative data Multi-seat testing What questions can it answer? • • • • Are there any difficulty spikes? Can players complete the game? How long does it take players to learn all of the mechanics? And more… RESOGUN Multi-seat testing Multi-seat testing Why is it suitable? • Many participants increase reliability • Questionnaires can get quantitative data • Can test longer sections of gameplay Home Testing Real world setting Uncover issues you can’t find in a lab Home Testing Home Testing ? Home Testing ? Home Testing Diary Studies Real world setting Uncover issues that reveal themselves over time Diary Studies Diary Studies 3. Recruitment Audience Diversity Diversity More than 34% of gamers are 18+ females Less than 18% of gamers are under 17 males 25% of the gamers are 50+ years old Average age of gamers is 35 years old Defining users profiles o Use market research outcomes o Define with stakeholders o o o o What is the vision? Who is likely to play / purchase / use the product? Is it an established franchise? Trying to break into a new market? How many users? Usability : “5 users will typically uncover 80% of the usability issues” that the whole target audience will experience (Nielsen, 1998) Recruitment Group profile definition Demographics (age, gender) Gaming profile: Hardcore, Core, Casual, Fanatic, Kids, etc…) Type(s) of games played Hours of play per week (online & offline) Number of games purchased in the last 3 months Games & system(s) owned (e.g. 360° + Kinect) Other criteria (e.g. franchise awareness, play preferences, etc.) Recruitment Example of screener criterion requirement screener Age range(s) 5x teens 13 to 16 (equal spread) Discard: <13 & >16 yrs old Gender(s) 3x boys & 2x girls Gaming habit 2 to 5 hrs/week offline & 0 online Discard <2 & >5 hrs/week purchase Max 2 game in last 3 months Discard >2 games in 3months System own. Own PS3 but no 360 Discard no-PS3 and own-360 Other Most have finished LBP Discard non-LBP completers 4. Moderation Moderation = Craft Some tips Keep participants comfortable Ask non-leading and open questions Give users the voice but lead them where you want Resist the urge to help Stay objective, impartial and relaxed If you make a mistake, carry on 5. Observation Note taking Outsource! moderator Observer/ Note-taker Note-taking Tips o Write down in advance what you want to observe o o Tally each time a user experiences the issue, follow up Focus on what happens and why, no just what participants say 6. Analysis analysing data Gather ather Aggregate ggregate P rioritise Sort Combining data Secret recipe 7. Reporting Workshop solutions Ensure your research has the maximum impact Write a full report The final report A document to refer to A list of issues to follow up on Re-testing Test Did it work? Find Issues Team introduces fixes • Games User Research Special Interest Group: http://www.linkedin.com/groups?mostPopular=&gid=1873014 • Games User Research Summit: http://emiie.iat.sfu.ca/gur/ • Game User Research Library: http://sites.google.com/site/gamesuserresearch/ Part 2 - Activity Activity 5 groups Find a game you know 1. 2. o 4. 5. o 7. 30 min Discuss profile(s) of users Kick off – talk to the producer (i.e. me) Setup a research plan 3. 6. Check on your phone / browser history Method, moderation guide, questionnaires… Write a proposal on a poster (pitch) Present / discuss 30 min 30 min Thank You! Our Mailing List - Helping with research Job opportunities Training in central London… Questions? Email: cyril_rebetez@scee.net http://tinyurl.com/SonyUserResearch