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Unit Selection & Information Box: User Testing
Why we start user testing
For the non-direct interaction entity which is our information box, information interaction is usually more important than real-time feedback. Players don't usually spend a lot of time interacting with an information box - because it doesn't animate like workers or buildings.
However, for a part of the overall UI, the information box is the most interactive content, players will spend more attention to read the effective information. This requires our products to have additional artistic, layout capabilities and the ability to dynamically process data visualizations.
Since most of the information and units design are not yet complete in sprint 1, we only test the product form, interface and design concept as a starting point to get our design ideas on the right path from the beginning.
What we want through the test
This user testing plan is based on its generation and interactive behavior at moment.
Generation:
- Test the size and generation position of the information box.
- Test the product's appearance design and the degree of fit with the overall style of the game.
- Test whether the appearance of the product will favorably or unfavorably affect the physical layout of other teams.
Interactive behavior:
- Test whether the information in the box is easy to read and whether it saves users more time according to user habits.
- Test if the information box is additionally triggered by mishandling and if there are potential bugs preventing the box generation.
- Do you think the size of the information box is too large/too small?
- Compared with the usual RTS games, do you feel any different features of our products?
- How do you evaluate the art design of the information box?
- In a game with the theme of the sinking of Atlantis, is its art design up to standard?
- Do you think the generation of information box will hinder you from experiencing other game content?
- Have you encountered any difficulties in reading unit information? (Do you think our typography is counter-intuitive?)
- Did you encounter any unexpected results (any accidental touches or jams) when spawning/destroying information boxes?
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Map
City
Buildings
Unit Selections
Game User Testing: Theme of Unit Selection & Spell System
Health Bars
In Game menu
- Feature
- User Testing:In Game Menu
Landscape Tile Design Feedback