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Additional Interactable Objects User Testing
The previous user test was focused on the basic interactable objects, and four responses were received. We analysed the feedback we collected and made some changes based on the participants' actionable suggestions—for example, an animation of a growing bubble for guidance. However, after our discussion about the colour of the yellow outline, we reckon to keep using the yellow outline since it will be more obvious when showing in the game. In addition, a message box is designed that will prompt out when users are interacting with interactable objects.
This user testing session is designed to:
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Figure out whether the changes we made from the outcome of the previous user test do enhance the recognition for the interactivity of the basic interactable objects.
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Gather feedback for the functional interactable objects to discover whether users can realise the difference between the colour of the outline for buff and debuff objects.
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Figure out whether the animation of TV is able to make users comprehend the states (on/off) of the TV.
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Find out whether the design of additional interactable objects (TV, guiding bubble, message box) are suitable for the game theme and the consistency of the design style is maintained.
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Determine the font colour that will be used for the text in the message box.
For this user testing, ideally, we will have at least four people to be the participants. The testing session will start with introducing the purpose and process of this session to users and a brief introduction to the game while roughly demonstrating the game window, which will let users have a basic understanding of the game style and theme. For objects which are not implemented in the game yet will be displayed as images to users. Several questions will be asked during the whole evaluation process.
Interactable Objects:
- Comparing these two objects (door & bed, previous version versus the latest version), which one do you think is more suitable for the whole game?
- Have a look at these objects. Do you think the designs are consistent? Do they correspond to the game style as well?
Obejcts' Outline:
Buff & Debuff objects:
- What do you think the blue outline will provide or affect you with? How about the red outline?
- Do you think the colour choice can deliver the proper usage to you? If not, what colour do you think is more suitable?
Door & Bed:
- How do you think of the animation of these objects? From scale 1 (= strongly disagree) to 5 (= strongly agree), to what extent do you think the animated outlines can help you recognise the interactivity of these objects?
TV Animation:
- Take a look at the animation, at which point do you think the tv is turned off?
- Is there anything you dislike or any suggestion about the design?
Guideline animation:
- How do you think about the animation for the popping up guideline, Are there any violations?
Message Box:
- How do you think of the design of the message box from aesthetics and consistency aspects?
- Which font colour do you prefer? Orange or white? If neither, is there any recommendations?
Interactable Objects: Obviously two versions are quite different in the design style. The final version is much more suitable for the map in the game. Also, the design style of the final version is better to become the name of the game is retroactive, the design style should be more realistic. The first version is too cute.
Obejcts' Outline: It is obvious that the object with a blue outline is good for the player, the object with a red outline bringing a negative effect to the player. It is easy to get basic information from the outline. And the shining outline for the bed and door is also easy for users to know that they can interact with it(4 in 5 scores).
TV Animation: When the screen of TV turned grey, I knew the TV was turned off. There are even reflective white spots on the screen. Advice: If the TV has a light and shadow effect on the surroundings when the TV is turned on, and the light and shadow effect disappears when the TV is turned off, the whole animation effect will be better.
Guideline Animation: The animation is excellent but there is a white strip that appeared during the animation.
Message Box: The colour set of the message box is quite good, it fits the style of retrowave. And orange will be better for the font colour in this message box.
Interactable Objects: The final version is much better, the purple colour from the last test looks a bit strange. Now It is better. Although I like the design style of the first version it seems not fit the map and background of the game.
Obejcts' Outline: Like the blue and red outline for functional objects. They look like the Cyberpunk style. And also it is to understand that blue outline means buff object and red outline means debuff object. The outline of the door and bed seems not changed much from the last test. And the shining outline for the bed and door is also easy for users to know that they can interact with it(4 in 5 scores).
TV Animation: It is easy to know that the TV is turned off after seeing that animation. However, I still do not get what is the TV interaction for. I know there is a mission but Is there any Reward or punishment mechanism to force me to complete this mission.
Guideline Animation: The animation is almost as expected. But could delete the white strip that appeared at the bottom during the animation. That white strip makes me crazy.
Message Box: The message box is amazing but it might cover other UI on the screen(The timer at the bottom). Also, it seems not quite consistent with other UI. Maybe try to make other UI more retro style.
Interactable Objects:
- Personally, I prefer the blue bed. However, as long as it is not in brown and being obvious enough on the floor, it should be fine. I reckon the brown one is good for the door because the colour is relative to the floor, which is also brown.
- The old-style TV seems to be fit with the game background, which is in the 80s. The brown cabinet looks fine as well.
Obejcts' Outline:
- The blue one is kind of like a buff object that will benefit the player, and the red outline is more like a debuff object, or it can be an enemy.
- Yes, I think I know exactly what blue and red means under this situation.
- I will give it a 5 because it can notify me that the object is interactable. This kind of notification is widely used in most games, so I can easily recognise it is interactable.
TV Animation:
- I think the scene with a grey background and a few white pixels on the top-right would be the turn-offed screen.
- I can fully understand that the animation simulates the process of closing the TV. However, instead of a scene only in white during the animation, a horizontal black line shown in the middle shining for a second can better deliver the message that it is closing. Also, it would be nicer if a sound effect for the closing process and will notify the user that the tv is closed.
Guideline Animation:
- The animation is fantastic and the keyboard button is presented very well.
Message Box:
- The message box fits the theme for sure, using a white, red-pink outline is also great as these light colours provide high contrast with the background. I reckon it would be better either using a lighter dark for the background colour of the game or change the background colour of the message box because it might make the textbox more dynamic. Or the outline of the message box can be added some shading to have various layers of dimension.
- I think white is good since it makes a nice contrast with the background. Or maybe a light grey can be better too.
Interactable Objects:
- I think for the door, purple doesn't fit the colour of the wall and it is a bit weird because this colour is not common for a door, also, it reminds me of something like a treasure room or something special, so I think the brown one should be good. For the bed, I also reckon purple makes me feel weird, so I prefer the blue one.
- The style of TV is pretty suitable for the game, but the cabinet can be a bit higher than this.
Obejcts' Outline:
- First of all, the outline can tell that I can pick this object up, and the blue outline makes me feel like this is a buff object. The red outline reminds me of something bad, like a debuff object which is definitely not good for me.
- The outline colour can tell the usage of objects. However, it really depends on the object itself, like what the object is. If the energy drink has a red outline, I might think it is a different kind of buff object which is a bit different from the blue one.
- I will give it a 5, this is what an interactable object usually be like in most games. So, I know these objects are interactive without having a think.
TV Animation:
- I think the turn off scene should be the one with a background colour in grey.
- The animation is pretty good, but I just don't really like the red border.
Guideline Animation:
- For the position of the bubble, instead of putting it on the bed, it would be better if it is around the bed like at the top-right. The animation is really good, I like the design of the way it showed up.
Message Box:
- This message box fits the game style well, so I have no further suggestions for it.
- I think white should be good because it has a strong contrast with the black background. It can be also other colours as long as it is obvious enough for players to see the text.
We involved four participants in the testing session, a summary according to the responses:
- The colour of the final version of the bed and door is better and more suitable for the map.
- The outlines are understandable, and the usage of different colours outlines are distinguishable.
- Users agree that the animated outlines can help them to recognise the interactivity of these objects. (Score: 4.5/5)
- Users can easily know the states (on/off) of the TV but have no clue what it aims to.
- Design style of objects are consistent.
- Most users reckon white font colour will be more suitable for the message box.
Also, we received several suggestions from users:
- The TV cabinet can be a bit higher than now.
- Instead of a scene only in white during the animation, a horizontal black line shown in the middle shining for a second can better deliver the message that it is closing. Also, sound effects can be added to shows the TV is closed.
- Make the message box dynamic by adding some shading to have various layers of dimension.
Overall, our aims and objectives of this user testing are achieved. We collected and analysed the data received from users and will also consider the suggestions they provide. We still need discussion between teams to determine how to improve our design and whether we will have some changes based on the suggestions we recieved.
Entities and Components
Interaction System
Unit Testing
Input Handling
UI
Game Screens and Areas
Map Generation
Basic Interactable Objects Design