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Crystal Functionality Testing

sheehamishra edited this page Oct 17, 2022 · 15 revisions

Crystal Functionality Test

User Test Plan 3 - Preliminary Functionality Test

The preliminary functionality test doesn’t necessarily require the user to interact with the game nor does it require the user to test an element of functionality. Rather, the preliminary functionality test takes the form of a class wide-conducted survey, eliciting preferences for gameplay.

Purpose:

More specifically, the rather simple preliminary functionality test here hopes to elicit key understanding for the crystal’s behaviour. With design, we found the crystal to be of much importance as a game element in Atlantis Sinks, but how will the crystal’s behaviour reflect this? Hence, through such a survey, it is hoped and hypothesised that our internal users will be able to suggest the most efficient and appropriate gameplay and behaviour for the crystal. More specifically, it should give rise to how the crystal will be upgraded. How will a declining lifeline be restored? Based on the feedback received, we will integrate appropriately.

Method:

  1. Launch Google Form and respond to following poll questions:

a. Upgrade - How do you prefer the crystal to upgrade?

i. Upgrade crystal through Shop

ii. Have the user prompt the crystal to upgrade by clicking the right click + 'Upgrade' whenever they wish to upgrade.

iii. Other

b. Restoring Health - How do you wish for the health of the crystal to be restored?

i. Health restores itself overtime (eg, after x minutes, full health will be regained)

ii. Health restores only when crystal has been upgraded

c. Main Character Effect - What impact should the main character's death have on the crystal?

i. The crystal should lose its health (decrease to 0)

ii. No effect

Results and Analysis

unknown

unknown (1)

Although a fairly basic approach to testing, approaching research through this google form assisted in clarifying ambiguity in the expectations for the crystal behaviour in-game. From the data, it is clear that unsureness about this pertains in user expectations and hence, decision making was aided with team discussion and external assistance.

User Test Plan 4 - Functionality Test

This functionality test aims to take place as a final point for validation. With less focus on the design of the crystal, the functionality test tests the implemented functions as per the Task and Feature Ticket and determines if expectations for Sprint 2 have been achieved.

Purpose:

The ultimate purpose of conducting this final test is to validate the functions of crystal. This should give insight as to whether the applied functions found from the ‘Preliminary Functionality Test’ were appropriate as well as whether all implementations are indeed functional from user-to-user.

Method:

  1. Launch the game; Atlantis Sinks

a. Test 1: Once beginning gameplay, travel around until you grow concerned for the life of your crystal. Then, upgrade the crystal. Comment on what you see. What changed?

b. Test 2: Continue to travel around the game map. Observe and discuss how you think the crystal health is restoring. Where is this effect shown?

Results and Analysis

This series of tests not only validated the functions posed for Sprint 2, but proved its functionality during gameplay. Below are some key insights extracted from user testing:

__Participant 3: "I like how the crystal upgrades and then the lifeline improves too!"

__Participant 2: "It would be cool if the crystal could upgrade on its own, similar to the recovery line on the side."

__Participant 1: "Oh this is awesome! It’s like we actually have a game objective now! Big improvement from Sprint 1."

__Participant 1: "I actually enjoyed attacking the crystal, just so I could later see it recover and then upgrade it."

__Participant 2: "Good to see its very functional!!"

Overall, these insights were able to successfully validate that all objectives set out for Sprint 2, in terms of the crystal’s functionality, have been fulfilled. With particular notice to Participant 1’s comment, it’s further promising to see the crystal now impose gamified functions, overall enhancing the user experience taken away from playing the game, particularly at such an early stage. Taking on board feedback, Sprint 1, it is hoped that the crystal will soon have more functionality, particularly in terms of destroying the crystal and its further dependencies on other game elements. Whilst this Sprint saw less dependencies than the prior sprint, we are aware we will need to approach this collaborative task early on to cater for all dependencies and needs.

Sprint 4 - Functionality User Testing

User Test Plan 1 - Think Aloud Testing - 'Fun Factor Test'

Description

As done for design testing, the Think Aloud testing protocol is one many have adopted as a first tool for UX testing. Here, the Think Aloud approach hopes to elicit real-time thoughts, opinions, reasonings, processes of our test users as they launch, interact and play with the final Atlantis Sinks (per the crystal's completion). Further to this, we use the protocol to seek validation as to whether, with the crystal's all functions, the user is able to take away a positive user experience and overall enjoyment ('fun factor').

Purpose

Through intrinsic questions and observation, it is hoped to elicit key insights into the user's thought process, reasonings, opinions and general interaction approach. By launching and interacting with the game, we as observers receive the opportunity to see behaviours and attitudes that the user demonstrates in doing so as well as hear their reasons for playing the game the way they do. Ultimately, we should be able to justify how the crystal adds to the enjoyment of the overall game and validate that its objectives are in line with what our users experience during gameplay.

Method

  1. Launch the game and navigate your way through the start-up process (guidebook/storyline). -- user should make active effort to understanding the game to demonstrate they are inclined to join Atlantis Sinks for the sake of enjoyment
  2. Once the game has begun, begin your journey in protecting yourself and the crystal health. -- user should identify the health status bar themselves
  3. Do your best to keep the crystal health bar health -- notice comments the user may make when noticing their health bar is eventually decreasing

Questions:

  • How enjoyable was the game on a scale of 1-10 (1 being fairly unexciting, 10 being very exciting)?
  • How likely are you to engage with the game often?
  • What was your main incentive while playing the game?
  • How did you react/respond to the crystal?

Results and Analysis

Overall, the results extracted from the Think Aloud Test conducted for the purpose of testing functionality here delivered relatively insightful feedback than when used for testing the design aspects of our feature. Upon observation, users were inclined to make the most of the features available in the game. Since our audience pool comprised of many external to the project, they demonstrated a high inclination to explore all features, despite the fact our tests are intended to focus on the crystal predominantly. Regardless, in testing the 'fun factor' this acts as an assertion that users are inclined to play the game and incentive exists to join to have fun!

Most rewardingly, the concept of Think Aloud was brought to life in not only the in-game exhibit, but also during the post questionnaire. Our test users demonstrated almost a 'connection' with the crystal which proves to us their understanding of the strong relationship between the character and the crystal itself. With great incentive to explore the game, take particular notice of the health bar and actively ask questions as to how to improve gameplay, we as a team considered this the criteria to a game - that is, where there is incentive to perform better. For example, test user 1 was most inclined to explore the shop elements and showed great incentive to strategically use his money. What was most promising to witness was his idea to save his money to later use it on upgrading the crystal. This not only shows a level of 'enjoyment' but also demonstrates the user's understanding of the importance of the crystal's role toward Atlantis Sinks. This puts to rest concerns that the crystal was perhaps seen as an external feature after two users had unfortunately questioned the crystal's importance as opposed to the main character and demonstrated a slight lack of understanding of the crystal's role stating they were 'confused on the crystal's objective.'

Overall, the Think Aloud method enabled our users to share real-time feelings, thoughts and reasons which assisted in justifying and validating the crystal's feature a whole. More specifically, the crystal proves its ability to add to the overall 'fun' element of the game with both its design, the implementation of more 'juicy' elements and its overall role (upgrade ability, destroy ability, etc) within the game.

In terms of potential future edits, the team hopes to see further refinement to our crystal's functionality, even if it be adding 'juicier' effects. Slight animation upgrades are sure to see a better user interface as well as user experience a whole and keep users engaged for longer.

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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