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Inventory Design User Testing

mackenziekerr1 edited this page Oct 3, 2022 · 8 revisions

Wireframe Iterations

Multiple distinct wireframes were designed for the inventory interface in order to gather feedback from users to inform our final wireframe choice. The four variations can be seen as follows:

  1. inventory-wireframev1
  2. inventory-wireframev2
  3. inventory-wireframev3
  4. uni 2024

Wireframe AB Testing

AB Testing was used as the preferred method of user testing as we wanted to gather feedback on the immediate perception of the inventory layout based on the following criteria: which wireframe most suitably shows the player's ability to utilise defence & attack items, as well as place buildings & restore health? Thus, AB testing by presenting the two wireframes side by side in various combinations was the most effective method of testing. Using the corresponding numbers above, the results of testing are as shown below:

Screen Shot 2022-10-03 at 11 35 11 am

AB Testing Analysis

In all combinations, option 3 was never the preferred option and thus was eliminated as it was clear that users did not find this design fit the purpose. Option 1 was preferred over option 3, but not over options 2 and 4. Options 2 was preferred over options 3 and 1, but not over option 4. The only option that was preferred in all combinations was option 4, indicating that users found this design the most suitable for the given context. To ensure we incorporated maximum user preference, common elements from options 1, 2 & 4 were compared: each of these designs included a carousel for players to scroll through their purchased items & also a place to display the items that the player had selected. As such, hi-fidelity prototypes were created for each of these wireframes to present to users for further testing.

Hi-Fidelity Prototypes

Based on user testing on each of the wireframes, the following hi-fideltiy prototypes were created: 1. inventoryv1

inventoryv2

Hi-Fi Prototype User Testing

In order to collect holistic feedback on the inventory interface, interviews were conducted in a casual manner with some guiding questions pre-prepared if necessary. Chosen users had no association with the DECO2800 course or familiarity with the game, but had some previous gaming experience and were between the ages of 18-25. Users were given context as to how the game is played and how the inventory works with the shop feature, as well as a list of each of the available items and their functions. Users were also allowed to interact with other game features (such as the shop) & play the game for some time before being interviewed. It is important to note that not all of the following guiding questions were used in all of the interviews, rather a random combination of them based on the context of the conversation during the interview:

  1. How would you go about restoring your health?
  2. How many items of attack equipment can you use at one time? How did you know this?
  3. Do you feel detached from the game? Why/why not?
  4. Describe the experience when purchasing and using an item.
  5. How would you add a building to the map?
  6. How would you upgrade a building on the map?

User 1:

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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