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#1
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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
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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
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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
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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
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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
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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
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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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