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  #1  
Old 04-03-2012, 07:31 PM
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PikPok PikPok is offline
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Default Usability testing at PikPok

Some may be interested to hear how we approach usability at PikPok to help ensure our games are as intuitive and accessible as possible. We have a brief article up on our website about it at

http://pikpok.com/news/insidepikpok-usability/
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  #2  
Old 04-04-2012, 02:00 AM
David Phan David Phan is offline
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Thank you for your continued sharing PikPok crew!

Making User Interfaces (including HUDs) intuitive is serious business as demonstrated by your team's committment to have an in-house usability lab. User accessibility is as much a science as game metrics and analytics.

DP
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  #3  
Old 04-04-2012, 08:20 AM
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Justin@PhykenMedia Justin@PhykenMedia is offline
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This is a great article! Thanks for sharing!

Would you be willing to share a little info on how you go about getting new testers for your games?
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  #4  
Old 04-04-2012, 05:04 PM
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PikPok PikPok is offline
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Quote:
Originally Posted by Justin@PhykenMedia View Post
Would you be willing to share a little info on how you go about getting new testers for your games?
We recruit new testers in different ways. We had a small sign in a game store for a while, although when they got taken over by EB we had to remove it because of corporate policy.

But other than that, we recruit people via Facebook, Twitter, and our community forums and build up a database over time. We currently have over 300 people on our roster I believe.
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  #5  
Old 04-05-2012, 08:38 AM
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Justin@PhykenMedia Justin@PhykenMedia is offline
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Quote:
Originally Posted by PikPok View Post
We recruit new testers in different ways. We had a small sign in a game store for a while, although when they got taken over by EB we had to remove it because of corporate policy.

But other than that, we recruit people via Facebook, Twitter, and our community forums and build up a database over time. We currently have over 300 people on our roster I believe.
Thanks for the response! Putting a small sign in a game store sounds like a really smart idea (too bad they forced you to remove it when it got taken over).


Quote:
Originally Posted by Hercule
I'm a little disappointed. There is so much more to tell on playtest!
(difficulty setting, questionnaire, how to observe etc..)
This is a big subject, too much neglected most of the time.

There is also an effect on the developpement team:
- If 2 people don't agree on some point, players decided.
And Sometime even the chief has to go back on his decision
- Put in front of the dev team obvious problem (no one want to do a tutorial..).

But if you take every data from your playtest to the letter, you could get an average game with no soul.
To add to some of your points I think it is also important that all designers be able to admit when a design isn't working. I've seen designers dismiss playtesting results and try to keep a poor design in the game because they felt that they were right and the player was wrong.

However, at the same time I do agree that some parts of the design need to stay true to it's original intent. If you compromise too much in an attempt to satisfy every playtester then you're game will start to lose it's clear, centralized vision.
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  #6  
Old 07-04-2012, 06:18 PM
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PikPok PikPok is offline
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We have done another couple of "Inside PikPok" articles

Technical Art
http://pikpok.com/news/inside-pikpok-technical-art/

Quality Assurance Testing
http://pikpok.com/news/inside-pikpok...rance-testing/
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  #7  
Old 04-05-2012, 07:06 AM
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Hercule Hercule is offline
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Join Date: Dec 2010
Posts: 241
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I'm a little disappointed. There is so much more to tell on playtest!
(difficulty setting, questionnaire, how to observe etc..)
This is a big subject, too much neglected most of the time.

There is also an effect on the developpement team:
- If 2 people don't agree on some point, players decided.
And Sometime even the chief has to go back on his decision
- Put in front of the dev team obvious problem (no one want to do a tutorial..).

But if you take every data from your playtest to the letter, you could get an average game with no soul.
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