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Clock Design User Testing

samsmarttt edited this page Sep 11, 2022 · 16 revisions

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Summary

Studio Testing

During the studio, discussions were completed with team 3 (terrain) on the initial clock design. Though no considered user testing, the findings from the disucssion allowed for an understanding to be created in regard to the elements of the clock in which may be questioned and considered further - aiming to justify design elements through questioning users in an hopes of tailoring ideas to meet user expectation and receive validation.

  • Users believed that the colour scheme should represent the day cycles more. User tester would be completed later to discover expectations associated with the different time of the day.
  • Add rust/ seaweed to the wheel, as if it had been retrieved from a ship wreck

While this was a super interesting idea and thought upon to develop further. The design of the clock did not want to become over whelming and messy with the addition of various colours. Further, user confusion did not want to be created as they speculate over the design, consequently, taking away from the main reason of its implementation. The clock aims to be effective, simple, and visually pleasing.

  • Team overall preferred the gold colour scheme in comparision to the brown wood design

User Testing

Questions

  1. What colour do you associate with dawn (early morning)?
  2. What colour do you associate with day?
  3. What colour do you associate with dusk (sunset/early evening)?
  4. What colour do you associate with night?
  5. Do you believe that the incorporation of a clock within this video game style is important to tell you the current time of day and day number/ allow for users to see the next scheduled time of day?
  6. What do you believe the colours/ each quarter of the clock to represent?
  7. Referring to figure above, what does the number in the middle of the clock represent to you?
  8. How would you expect the hand of the clock to represent the first quarter of the day (day 1)?
  9. How would you expect the next spite to look after the hand of the clock clicks to the next quarter? Is there a visual change - if so, what day and what time will the clock display? (Currently the last night quarter, day 1).
  10. Do you think that the final "boss" enemy night should have a different clock design?
  11. Would you expect the final boss night to be longer in comparison to previous nights?
  12. Which clock design do you prefer?
  13. Which clock colour scheme do you believe to best complement and suit the pre-existing UI elements?
  14. Do you believe the clock should be one of the first things to catch your attention? Is it the most important feature?
  15. Do you have any overall feedback, suggestions, changes you would make?

Key Findings

Result Analysis

Raw Data Results


Paper Prototyping & Validation

Testing entailed of finding non-IT related students, therefore, participants included university students from various bachelors. Despite the range of users regarding their background, study, and beliefs, the data gathered allowed for variances and/or commonalities in their expectations and desires to be obtained. Following the testing, results were analysed to group findings together and consequently, explore their possible integration within the clock design. Validation of the clock was also recieved. The users were given a brief run-down of the game regarding its objective, the storyline, and the win and lose conditions.

Key Takeaways

  • The location of the clock will be situated top right of the screen, below the pre-existing UI buttons (back button and settings). Meets the common user expectation.
  • Brown colour scheme option of the clock will be incorporated, users believed it to suit the rest of the UI elements (not too flashy) – due to the fact that it is larger than the surrounding elements/ buttons, it draws user attention in a subtle way.
  • The hand of the clock will travel along the lines instead of in-between to represent the time of day, meeting user expectation (decreases confusion)

Tasks & Questions

  1. Would you expect a clock to be implemented within this type of game?
  2. How important do you believe a day and night cycle clock to be?
  3. Do you believe that the clock alone should visually depict to users when enemies are coming? If so, how would you expect the clock to do so?
  4. Can you please draw an arrow on the clock to represent dawn?
  5. Can you please draw an arrow on the clock to represent the start of the night cycle?
  6. Can you please drag the clock to where you would expect to find it on the screen?
  7. What is the first thing that you notice? (Brown colour scheme clock, daytime)
  8. What is the first thing that you notice? (Brown colour scheme clock, night-time)
  9. What is the first thing that you notice? (Gold colour scheme clock, daytime)
  10. What is the first thing that you notice? (Gold colour scheme clock, night-time)

Result Analysis

Raw Test Results & Photographs

User 1

User 2

User 3

User 4

User 5


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Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

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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