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player eviction menu: User survey (Team 7)

LIU-Evelyn edited this page Aug 21, 2022 · 34 revisions

player eviction menu: User survey

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 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.

Testing Method&Process:

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.

Survey Link:

Google forms (eviction menu)

Tencent Questionnaire (the basic style of the eviction menu) link

Evaluation & Outcomes:

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.

Raw Data:

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

Results:

Image-Q1

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

Question:

Image-Q2-1

Results 1:

Image-Q2-2

Results 2:

Image-Q2-3

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

Results:

Image-Q3

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

Results:

Image-Q4

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

Results:

Image-Q5

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

Results:

Image-Q6

Create and analyze:Kexin Du & Yingxin Liu

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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