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Map contents user testing sprint3
fy3344 edited this page Oct 6, 2021
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Establish a good user experience and test the game from visuals, friendliness, ease of use and usefulness. Complete the task of the product by observing representative users: investigating problems. Define the feasibility problem, solve the problem and make the product easier to use.
- The completeness with which the user completes the task.
- The user’s resource ratio for completing tasks.
- Collect statistics: Task success/failure; An error occurred; timing. Where did the mistake occur and why.
- Customer satisfaction with the product.
- Note the requirement characteristics, default bias, and validation bias.
- Students
- Look for some map content that looks like an obstacle and should be avoided.
- Interact with these contents, avoid them or bump into them.
- Try to "deliberately" consume one's own health value.
- To find out how to restore the value of life.
- What is your opinion on the difficulty of the game during the test?
- Do you think the operation is smooth during the test?
- Do you think the game is easy to understand? In the context of the given fictional story, will you accept and substitute it into the virtual environment?
- What elements do you think can be added/removed in the game? Give reasons based on personal gaming experience.
- Among the above tasks, which one do you think is the most difficult? What caused the difficulty?
- Have you ever played a game similar to "Ragnarok Racer"? How is their map contents different from ours?
- (Based on the first question) If yes, how would you rate our map content generation and design?
- How would you evaluate the artistic design and action aspects of map content?
- The game is easy to play, increasing or decreasing health by dodging or colliding with something requires only a few keystrokes.
- The operation is relatively smooth but the content is a bit too much, sometimes it is impossible to avoid.
- The game is easy to understand, and as a Marvel fan, I am able to relate to the game in a certain context.
- I don't think snakes are necessary because rocks serve the same purpose, and too much contents will clutter the game.
- I think hiding from the enemy is the hardest because there are so many of them.
- No, I don't play a lot of games so I haven't played a game like that.
- The game is easy to pick up.
- It works fine but the keyboard doesn't work in Chinese.
- The game is easy to understand, the Rainbow Bridge of Asgard is a big part of thor's movie.
- No idea.
- Interacting with content is the hardest part. Because I need to bump into them or avoid them.
- Yes, Their contents are less and more random.
- Good design.
- It's smooth but it looks like it's not on the same track as the enemy.
- This game has some difficulty in avoiding health collisions, many things can cause health loss.
- Yeah, it went well.
- The game is easy to understand, especially with tutorials.
- Add something that makes the character bounce, maybe jump on an enemy, to make the game more difficult.
- As mentioned above, avoiding is the hardest part.
- Yes, their game screen looks more delicacy.
- Some of them are not detailed enough.
- By observing and recording the user's data in the game, It’s easy for users to use the characters to avoid obstacles in the game. They can use weapons to sweep enemies while avoiding obstacles.
- I found that if there are too many obstacles, the user will quickly press the button and cause some operations that will cause the game to end prematurely, such as the button that does not meet the expectations.
- When the user plays the game for the first time, the effect of obstacles, such as increasing blood or dropping blood, is not particularly clear, needs to be tried, and sometimes cannot remember their effect.
- Try to reduce user error operations through design.
- Think about how to help users improve efficiency.