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Jeremy Walker
Cognitive Dimensions
August 11, 2015
Survey
Survey Demographics
Survey Findings
Personas
Joe
Steve
10
Scope of Study
10
UI Element Analysis
10
10
11
11
UI Element Recommendations
11
15
Lessons Learned
15
15
Appendices
Cognitive Dimensions
17
Jeremy Walker
Page 2 of 42
SURVEY
SURVEY DEMOGRAPHICS
Overview
See Appendix A for Survey Questionnaire.
The gaming survey was distributed to students friends and family via Facebook
and other social networks as well as the Reddit community on June 11, 2015 via a
Google Survey link.
Total Respondents
785
Age and Sex of Respondents
399
400
300
205
Male
200
82
100
Female
18 to 22
23 - 27
15
28 - 32
38
33 - 37
26
38 +
400
300
208
138
200
100
17
4
0
0 to 2h
Cognitive Dimensions
84
3 to 6h
7 to 10h
Jeremy Walker
11 to 14h
Over 15h
Page 3 of 42
0 - 2h
3 - 6h
7 - 10h
11 - 14h
15h+
Shooters
Adventure
Role Playing
Strategy
Puzzle
Sim
Sports
Trivia / Board
Promoter
(Score 1 to 2)
Cognitive Dimensions
Jeremy Walker
Detractors
(Score 3 to 5)
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Genre Responses
Moving from understanding how different user groups might favour different
genres, the focus turned to the two primary genres that the focus game falls into:
Shooter and Action / Adventure. Looking at each genre, primary motivation
factors were broken out which respondents felt make games of each of those
genres shine.
SURVEY FINDINGS
Genre Demographic Preferences
See Appendix C for Genre Analysis Data.
Sports games were the only category that achieved a median detractor score (for
players spending more than 11h a week gaming). It appears this is one genre that
should not focus on heavy gamers.
Adventure and Shooter games achieve promoter scores almost unanimously
except for the 0-2h per week group.
Both appear to require a deeper commitment of time and dedicated concentration
that limited play would not allow.
Strategy and Puzzle games only achieve promoter scores with the 0-2h per week
casual group.
Genre Motivations
For both Action and Adventure genres, Story, Immersion, and Social content were
primary areas that created positive gameplay for users. For both genres, 67% of
users focused on these game aspects.
For both Shooter and Adventure seekers, Plot and creative Settings drove the
most responses. Similarly, for both groups Immersion benefited gameplay as
immersive environments require a rich story and world, allowing users to escape
from reality.
From a Social aspect, the primary driver of enjoyable social experiences was
found overwhelmingly to be playing the game with existing friends and family.
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Jeremy Walker
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This was particularly interesting, as a large focus of many high-profile games has
traditionally been a focus on open worlds or sharing experiences and interacting
with strangers from around the world or particular geographies.
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Jeremy Walker
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PERSONAS
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I would play more video-games
if they were more active. I dont
like sitting for hours at a time its unhealthy.
Joe Walton
Self-Employed
AGE
GENDER
36
Male
RELATIONSHIP
EDUCATION
Partnered
Masters
WORK EXPERIENCE
Physiotherapy
AVAILABLE TECHNOLOGY
5 Hr
5 Hr
2
4 Hr
1 Hr
9 Hr
Work Hours
Busy
Free
Television
Sleep
I would play more games if I had
the timelately I usually rely on
the series that have already
gained my interest.
STEVE WALKER
Student
AGE
GENDER
23
Male
RELATIONSHIP
EDUCATION
Single
Undergrad
WORK EXPERIENCE
AVAILABLE TECHNOLOGY
5 Hr
6 Hr
4 Hr
2 Hr
3 Hr
7 Hr
Work Hours
Busy
Free
Music Practice
Sleep
SCOPE OF STUDY
Utilizing SensoMotoric Instruments Eye Tracking devices as well as recorded
footage of volunteer test players, FarCry 4 gameplay UI elements were
categorized and scored, and player focus points were calculated in order to make
considerations on element effectiveness and overall benefits to gameplay.
Eight test players were selected from the class and broken into two groups: four
novices with no play experience and four Experts who have previously played at
least one of the FarCry games for a minimum of 5 hours. Each player ran through
the first 10 playable minutes of the game.
UI ELEMENT ANALYSIS
See Appendix D for UI Element data.
All visible UI elements during the gameplay sessions were defined and assigned
attributes. Each was then rated on a simple scale of 1-Low to 3-High for their
overall consistency as well as visibility for players.
Initial recommendations were also plotted prior to eye-tracking analysis for pre-vs
post-analysis perspective.
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Jeremy Walker
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UI ELEMENT RECOMMENDATIONS
Instructional Elements for Player On-boarding
Experts aren't using instructional UI elements - there should be a way to recognize
or set familiarity level and deactivate their appearance to prevent user frustration.
If these elements are for novice use, their placement and timing should be
adjusted in order to ensure players recognize them and have due time to process
their instructions. The first scene of FarCry 4 begins slow, with users able to
fumble through basic interaction controls. However, the second scene proved
extremely stressful for novice players even though it was an essential learning
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Jeremy Walker
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period for actions like running and recognizing HUD items that identifying enemies
and objectives. Novices in our tests were overwhelmed and missed gameplay tips
altogether.
The third scene proved better, with full screen tutorial slides - however learning
new actions and putting them to use proved frustrating as enemy combat
prevented testing out new abilities without the of stress of being under attack.
Repeatedly dying and reviving is a valid learning process, however it is
nonetheless time consuming and frustrating for players. Minimal planning on
timing these scenes could easily allow a smoother transition to more advanced
gameplay mechanics.
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Jeremy Walker
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Recommendation
Checkpoint
Current
Objective
Appear in top-middle of viewport instead of sharing top-left with nonessential gameplay tips.
Saving
Objective
Locators
Novice players did not recognize purpose and were confusing this
arrow with the incoming enemy arrow.
Adding a tooltip or tutorial point for Objective UI elements would
help.
Currently both Objective locators and incoming enemy arrows are
introduced during a stressful field run scenario. The confusion and
panic meant novices did not pick up on any of the control or UI hints.
Gameplay
Appear just prior to requiring the controls. Users often panic and do
Control Tips not see it.
Incoming
Enemy
Arrow
Primary
Map HUD
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Jeremy Walker
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Element
Recommendation
Full Screen
Tutorial
(LB) Button
Menu
Mid-Screen
(LB) Button
Menu
Bottom-Left
Unite with centre item ring (peripheral ring).
(LB) Button
Menu
BottomRight
XP Gained
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Jeremy Walker
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LESSONS LEARNED
Study Focus
As a learning campaign, the mix of a generalized survey, persona analysis, and
technical user tracking proved beneficial to understanding the foundations for
demographic and product study.
Follow-up studies will benefit from a focused problem and scope of analysis
where exercises like surveys can be targeted to particular audiences and technical
analysis can be planned around standardized scenarios and criteria with
controlled environments and enough participants for statistically significant
results.
Jeremy Walker
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APPENDICES
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Gender
18-22
Male
23-27
Female
28-32
33-37
38+
Education
Annual Earnings
High School
Up to $20,000
Undergraduate
$20,000 to $45,000
Graduate
$45,000 to $65,000
Post-Graduate
$65,000 to $80,000
Not Applicable
Above $80,000
Prefer not to disclose
Gaming Overview
What gaming technology do you
own?
Mobile
0-2
Gaming Computer
3-6
Console
7 - 10
Handheld Gaming
11 - 14
Not Applicable
15+
I do not play video games
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Gaming Overview
I find Shooter Games Exciting
1 (Strongly Agree)
1 (Strongly Agree)
2-4
2-4
5 (Strongly Disagree)
5 (Strongly Disagree)
1 (Strongly Agree)
1 (Strongly Agree)
2-4
2-4
5 (Strongly Disagree)
5 (Strongly Disagree)
1 (Strongly Agree)
1 (Strongly Agree)
2-4
2-4
5 (Strongly Disagree)
5 (Strongly Disagree)
1 (Strongly Agree)
1 (Strongly Agree)
2-4
2-4
5 (Strongly Disagree)
5 (Strongly Disagree)
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Jeremy Walker
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Motivation
Select your primary motivation for
playing video games
Story
Immersion
Social Aspects
Competition
Graphics
Music
Completion / Achievements
Other
Motivation: Story
Motivation: Immersion
the plot
the characters
Other
Other
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Motivation: Social
The social aspect that motivates
me to play video games is:
playing with existing friends or
family
Other
Follow Up Questions
I generally play games on this
difficulty:
Easy / Casual
1 - 5 players
Normal / Default
6 - 10 players
11 - 15 players
16 - 20 players
20+ players
High Score
Experience gained
Player vs Player
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Cooperation
Yes
Player vs player
No
Motivation: Graphics
My motivation for gaming is
graphics because:
I like playing in the highest
quality visuals
Other
Motivation: Music
When playing video games, music
is important because:
I want to listen to music I like
while I play
Other
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Motivation: Achievements
My motivation for playing games is
Achievements / Completion
because:
I like the feeling of completion
or achievement
Other
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Story
Motivation
Breakdown
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Social
Motivation
Breakdown
Immersion
Motivation
Breakdown
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Immersion
Motivation
Breakdown
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Story Motivation
Breakdown
Social Motivation
Breakdown
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ID
Image
Name
Description
Attributes
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
Checkpoint
Simple message,
consistently appears.
Current objective
Object shines as
you move near it.
Interaction Object
Center
Fade-in / out
Elevation
Only occurs once in
the gameplay
coverage
Consistency
ID
Image
Name
Description
On approach of interaction
object, a pop-up appears
identifying (X) button to
interact
Attributes
Center of Screen
Pop-up
Consistency
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
Prolonged press
actions share the same
styling and effects
while single click share
a separate style.
Center of Screen
Pop-up
Saving
ID
Image
Name
Right Arrow
Description
Attributes
Mid-Right side of
screen
Ease-in and out
back and forth
Consistency
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
Objective locator
Gameplay tip
In front of objective
as long as objective
is within viewport
Initial Sphere Burst
(2)
Top Left
Fade in / out
Bright color,
conspicuous.
ISSUE
The novice users didn't seem to know
what it was for at first.
Appears at the same time as other UI
in a VERY stressful point in the
games first scene. With the chaos,
novices shouldn't suddenly be
presented every UI element without
explanation.
Appear as needed to
indicate useful
controls.
Share space with
important objective
updates.
Novice players don't notice They often appear right when needed
these. Experts ignore it.
under stressful situations. Novices
might benefit from more foresight on
this, or greater emphasis.
By sharing the same screenspace as
objective updates, may cause experts
to ignore objectives (negative).
ID
10
Image
Name
Description
11
Ammunition
Attributes
Mid-Right side of
screen
Follows wide angle
diameter of invisible
circle - pointing at
source of danger.
RED when damage
taken
Consistency
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
None.
12
Weapon Crosshairs
Center of Screen
Widens if spread of
ammunition is
greater, shrinks if
accurate weapon
Only when using
weapon
13
Primary HUD
+:
^:
Distance to Objective
Direction Facing
North
Bottom-left of
screen
Semi-transparent
What is +?
What does the
elevation mean?
What is the bar on the
bottom?
ID
Image
Name
Description
Attributes
14
Consistency
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
14
Mini-Tutorial
15
Center of Screen
Stops gameplay
Demands focus
Requires input to
exit
Not immediately
familiar, but a great
element and familiar
iconography.
On demand.
Not immediately
familiar. Confusing
icons.
+ On demand with LB
Menu.
16
Mine Inventory
Mercenaries
Camera Options
Rock Throw
ID
Image
Name
17
18
XP Gained
Description
Attributes
Consistency
Visibility
(1 Low - 3 High
Score)
(1 Low - 3 High
Score)
Recommendations
Does takedown vs
other actions have
specific levels?
Unfamiliar use for
novices.
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KeyPoint
UI
ID
P7 Focus?
P7 Notes
Time
Stamp
P6 Focus?
P2 Focus?
P2 Time
Stamp
TRUE
9:00
TRUE
10:15
TRUE
0:03
1 FALSE
9:00
FALSE
10:15
3 FALSE
9:07
2 FALSE
9:08
FALSE
10:20
3 FALSE
9:17
TRUE
10:27
Letter
TRUE
0:45
FALSE
10:27
Press X
Uses but
does not
focus
TRUE
0:45
LETTER
Looks at controller.
Follows direction.
TRUE
0:54
LETTER
Clicks Cancel
TRUE
0:56
DRAWER
Chest
Does not notice or
disregards this
area.
Letter
Does not notice or
disregards this
area.
Notes
TRUE
20:38
Letter 2
KeyPoint
UI
ID
P7 Focus?
P7 Notes
Time
Stamp
P6 Focus?
P2 Focus?
P2 Time
Stamp
FALSE
10:27
Press X
Uses but
does not
focus
TRUE
1:18
4 FALSE
9:20
X to open Door
Does action, but
does not focus.
FALSE
10:44
X to open
Door
Does action,
but does not
focus.
6 FALSE
9:24
Save
Does not notice
FALSE
10:46
Save
Does not
notice
FALSE
1:25
15 TRUE
9:50
Checks to see if he
has items to affect
scene
4 TRUE
10:00
X to open Door
FALSE
10:58
X to open
Door
TRUE
1:50
1 FALSE
11:00
FALSE
2:51
2 FALSE
11:01
New Objective
FALSE
2:51
8 TRUE
11:03
Objective in Sight
Focus area around
this point
TRUE
2:56
FALSE
11:58
FALSE
11:59
Press LS to
Run
Notes
KeyPoint
UI
ID
P7 Focus?
P7 Notes
Time
Stamp
10 FALSE
11:07
FALSE
11:59
4 TRUE
11:12
Hold X to Enter
Car
Not only focuses,
but audibly reads
aloud.
2 FALSE
11:15
4 TRUE
11:18
Hold Y to Heal
Visual and Audible
focus
9 FALSE
11:30
Default Controls
(Gun)
P2 Focus?
P2 Time
Stamp
Notes
FALSE
03:06
Panic towards
objective does not
focus on specific
white arrows
Checkpoint
11
P6 Focus?
TRUE
12:04
Objective
Diamond
FALSE
12:10
TRUE
03:07
FALSE
12:29
TRUE
03:26
FALSE
12:30
Ammunitio
n
Repeatedly looks
Audibly resays
KeyPoint
UI
ID
P7 Focus?
P7 Notes
Time
Stamp
15 TRUE
11:31
4 TRUE
11:38
RELOAD
P6 Focus?
FALSE
12:55
P2 Focus?
RELOAD
FALSE
Is reloading,
but no focus.
P2 Time
Stamp
Notes
03:35
4 TRUE
12:11
Hold Y to Heal
Visual focus
Does action
10 TRUE
12:17
Incoming Danger
focuses on direction
of danger arrows
due to audible cues
FALSE
13:28
FALSE
14:17
FALSE
14:18
FALSE
14:20
15
TRUE
14:26
Checks
inventory
TRUE
14:29
Focus on
Objective
Arrow
1 FALSE
2 FALSE
13:22
13:22
Checkpoint
New Objective
Save
FALSE
04:28
TRUE
05:18
Hold Y to
Heal
KeyPoint
UI
ID
P7 Focus?
14 FALSE
P7 Notes
Time
Stamp
P6 Focus?
P2 Focus?
P2 Time
Stamp
Notes
13:32
FALSE
14:32
Stealth
Fundament
als
Clicked
through
immediately.
Audible
dismissal.
TRUE
05:36
Fully reads
FALSE
15:00
Rock
instructions
TRUE
08:55
Already started
doing it prior
TRUE
09:16
Hold Y to Heal
Stealth
Fundamentals
Clicked through
immediately.
Audible dismissal.
9
10 TRUE
13:35
Checks for
position of
enemies
5
18 FALSE
13:46
TAKEDOWN
9 FALSE
13:46
Swimming
instructions
2 FALSE
14:08
Checkpoint update
1 FALSE
14:09
Checkpoint reached
FALSE
15:07
TAKEDOW
N
FALSE
15:10
Pick up gun
Picks it up
but doesn't
focus
FALSE
15:11
KeyPoint
UI
ID
P7 Focus?
14 FALSE
NOTABLE
OBSERVATIONS
UI ID
P7 Notes
Time
Stamp
14:48
P6 Focus?
P2 Focus?
Bait
Clicked through
immediately.
Audible dismissal.
P7 Focus?
13 FALSE
P7 Time
Stamp
Notes
Primary HUD
Although this view was
visible for most of the
gameplay, P7 did not
focus on this area once.
Could not be useful at
this point in the game
(linear storyline and map
for intro).
P? Focus?
P? Time
Stamp
P2 Time
Stamp
Notes