Outcomes
Users were asked to play a basic version of the game using a modified stick to tap coloured balls of play dough and then provide feedback. The coloured dots on the screen corresponded to coloured balls of dough. Users had 25 seconds to complete 25 dots. The screen displayed a countdown timer, the user's high score, and the background colour changed every 5 seconds from yellow to navy to simulate sunset.Users played the game multiple times, generally three times. All wanted to beat their previous score by playing again. Less than half the users (3/7) tested noticed the background colour changing.
I measured user feedback through observation, in-person questions and an online questionnaire. The data from these measures can be found here.
I wanted to know:
- how the background colour changing simulate the change in time, specifically from daytime to nighttime (in lieu of an actual sun being on the stage), and
- if users like being able to see their high score on the screen (they had previously remembered them).
Reflections
The format of the prototype worked well with the 'wacky stick' being a reliable game controller that allowed me to test other aspects of the game without resorting back to keyboard controls.It was useful to be near the users when they filled out their survey to see their surprise that the background colour changed, some even went back and started playing agin just to see that it was true. I received solid feedback and agreement that adding the high score to the stage was useful. Users also commented on how fun the game was without prompting.
The testing protocol went smoothly, I felt much more confident at this last prototype delivering consistent instructions to users without relying on a script and talking through the various aspects of the game.Feedback received indicated that I gave clear instructions but I could have possibly asked different questions like "did the session flow in a logical way".
Effectiveness
The prototype worked really well and I received clear feedback on the use of high scores and changing colour background. Many users did not notice the coloured background but still found the game well paced and responded to running out of time. I am interested in whether the changing background is necessary to show the passage of time at all or if it could/should be more obvious (i.e. through other elements).Constraints
By having an easier-to-build but more reliable controller for this prototype, I was less reliant on the input method for testing. This meant I could successfully test the items I wanted to without interference. It was interesting how users responded so positively to the stick controller, it has made me reconsider the input method entirely.Implications
Changes to my concept
- possibly add other indicators of time passing like music getting faster or time flashing
- test different input methods (e.g. foot pads vs wacky stick)
Future prototypes
- Future prototypes
- on-screen feedback for wrong control pressed (not just sound)
- add movement to cat (e.g. jumping on press)
- add sun rising and setting to stage (would this make the changing background colour more noticeable, does it need to be noticeable)
- make start/stop easier (enter or other control)
- add in the extra bits (power-ups, levels, etc)
Future testing sessions
- Wider range of users, maybe children
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