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player eviction menu: User survey (Team 7)
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 player eviction menu interface, this testing will be used to decide the initial fundamental layout and the location of different parts of information. Therefore, this test will survey several parts comprising the main menu (e.g. present multiple NPC /characters), NPC-related information, and interaction of selecting NPCs/ characters.
Firstly, do some research to find some examples of eviction menu and 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.
Tencent Questionnaire (the basic style of the eviction menu) link
According to the result of Q1 (graphic representations of which can be seen in the "raw data" section):
It shows that most respondents preferred the style of pixel for Atlantis Sinks. At the same time, almost all of the remaining users opted for 2D art, this possibly because the pixel style belongs to 2D bit art and lead to creat a bit of confusion. In future user surveys, the team will consider options more carefully to avoid negatively impacting survey results.
According to the result of Q2 (graphic representations of which can be seen in the "raw data" section):
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, concise pages may be more user-friendly. If there is room for improvement, try to design the menu interface as a cinematic film to add interest to the game interaction.
According to the result of Q3 (graphic representations of which can be seen in the "raw data" section):
The names, basic introductions, and feature icons are almost averagely selected to the question. Therefore, in order to comply with the wishes of the interviewee, the player eviction menu can display as much basic information of the selected character as possible.
According to the result of Q4 (graphic representations of which can be seen in the "raw data" section):
Slightly more respondents thought 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 in this and next sprints if possible. However, it should be noted that the number of people who want to display character details through a new window is only one more than the number of people who do not need a new window. Therefore, the specific implementation needs to be adjusted according to the amount of information to be displayed in the future.
According to the result of Q5 and Q6 (graphic representations of which can be seen in the "raw data" section):
Most people think having a confirmation box is useful when finally choosing a traitor. So this pop-up will be implemented at this stage. Additionally, 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. This advised the team on the next design steps, and these features and content will be considered and implemented in the future development process.
Results:
Question:
Results 1:
Results 2:
Results:
Results:
Results:
Q6: Where do you think this menu could be improved? Or what further functionality or content would you like to add?
Results:
Create and analyze:Kexin Du & Yingxin Liu
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack