Tuesday, November 24, 2009

Scenario Testing and Results

We presented our use-case and user scenarios (to be posted soon!) to three classmates, all of whom also use the North Avenue Apartment space, as well as one Georgia Tech alum (familiar with the space) and one Emory alum (not familiar with the space).

In the first session (with three classmates), we showed the user scenario first, followed by the use-case. What we found with this is that our user scenario does not clearly depict the nature of the game without further explanation (given in the use-case). Once we played the use-case scenario, many of our participants initial questions were answered. In the second and third sessions, we reversed this order and saw that the number of questions about actual gameplay lessened.

Even after the reversing of video order, we still had several questions about gameplay. This let us know that we need to add additional explanations to both the use-case and the user scenario. The features in question (stated below) will be more clearly explained in the refined versions of our use-case and user scenario videos via additional voiceovers and "screenshots." The user scenario specifically will need several voiceovers to explain the actions Jessie (the persona in the scenario) performs, as well as additional character development to explain why she would play the game at all. Participants also mentioned that parts our use-case were "very informative" (upon further discussion, a little too informative), so we may be able to cut down some of the content from the use-case in order to have time to clarify some of the other features not already mentioned.

Questions about Gameplay:
  • How do you use power-ups?
  • How do you enter your name on the high score board?
  • What happens if a person gets in the way?
  • Do you have to stand still?
  • What view can you see (full building, partial, etc)?
  • How do the timers work?
We also received several valuable suggestions to improve the game interaction overall. The general concern among all participants is that the game is not interactive enough, and that the player may feel disconnected from the game especially since there is no player representation in the game. Another concern was that a player may feel silly standing in the courtyard playing this game by themselves. Several of our participants were interested in a multi-player mode which might alleviate this uneasiness. Some suggestions for improvement from our participants as well as ideas we came up with based on the feedback are listed below.

Suggestions / Ideas:
  • Represent player as a helicopter or another monster
  • Have King Kong throw bananas at you (you must 'duck' to miss)
  • Drop power-ups from planes
  • Add more explosions
  • Make multi-player where each player is a different monster
The feedback from these sessions has been very valuable in helping us see where our strengths and weaknesses lie in this design concept. While we will be focusing on refining our use case and user scenarios we also hope to be able to further develop a few of the suggestions from our participants for our final design presentation.

-Misha

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