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Team7_task1_testing

motaA0309 edited this page Aug 17, 2022 · 8 revisions

Background & Purpose:

User testing was essential to assess and drive the direction of aesthetically pleasing design, control placements, and desired functionality. As the team in charge of implementing the current version of the main menu interface, this testing will be used to decide the fundamental layout and the location of different parts of information. Therefore, this test will survey several parts comprising the main menu (present multiple NPC /characters), NPC-related information, and interaction of selecting NPCs/ characters.

Testing Method&Process:

Firstly, envisage the user interaction process with this eviction menu through the basic understanding of the eviction menu function. A google form and Tencent questionnaire were created containing inquiries associated with this feature. The questionnaire contains questions about the art style and the desired first impression of this menu. And several additional inquiries about user interactions and perceptions of other topics.

Once the questionnaire is completed, various participants will be invited to fill out and submit their responses. The questionnaire's completion time was not constrained. Only the replies will be used to produce graphical interpretations, and all responses are anonymous.

Survey Link:

Google forms (eviction menu): https://docs.google.com/forms/d/e/1FAIpQLSe6KF9_wcvRrYggEqUKgB9m0GPS9glH9nOXrnNl2kaQPEG8Fg/viewform?usp=sf_link

Tencent Questionnaire (the basic style of the eviction menu) link: https://wj.qq.com/s2/10653343/a76e/

Evaluation & Outcomes:

The poll findings (graphic representations of which can be seen in the "raw data" section) show that most respondents preferred the pixel style for Atlantis Sinks. At the same time, almost all of the remaining users opted for 2D art, possibly because the pixel style belongs to 2D art, creating a bit of confusion. The options content will be considered more carefully in future user surveys to avoid negatively impacting the findings.

Moreover, the majority of respondents are satisfied with the menu layout consisting of multiple columns and each character card is presented in a slender bar (e.g. the interface of Among us). And a slider similar to a film strip allows the player to swipe vertically to select characters (e.g. OhSir) also attracts many people. This means that the eviction menu will be designed first in a simple, multi-row, multi-column style, with a single character card preferred as a thin strip. If there is room for improvement, try to design the menu interface as a cinematic film to add interest to the game interaction.

The names, basic introductions, and feature icons are almost averagely selected to the question (What information would you like to see in the main menu). So as much information as possible will be added to the main menu where all characters are displayed.

Slightly more respondents said it would be better to display details in a new pop-up window when it comes to whether or not to put the details in the new interface. So an extension window with details will be planned to be created.

Most people think having a confirmation box is useful when finally choosing a traitor. So this pop-up will be implemented at this stage.

Finally, major users feel that categorizing character-specific information with buttons or tags will improve their experience. At the same time, many users also advocate adding appropriate hints. Therefore, these features and content will be considered and implemented in the future development process.

Raw Data:

Q1: Which art style do you think is more suitable for Atlantis Sinks?

Im1

Q2: To display multiple NPC characters, Which kind of layout do you think is more attractive?

Im2 Im21 Im211

Q3: What information would you like to see in the main menu presenting all characters?

Im3

Q4: Where do you want character details (such as clues and tasks) to be displayed?

Im4

Q5: Is it useful to pop up a confirmation box after selecting a character?

Im5

图片6

Q6: Where do you think this menu could be improved? Or what further functionality or content would you like to add?

Im6

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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