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Mobile Gaming: A Usability Study

Tuesday, January 31st, 2012

INTRODUCTION

In just over 10 years mobile gaming has gone from Snake II on a Nokia 3310 to a multi-billion dollar industry for mobile phones and tablets.

More people than ever are playing mobile games thanks to the rise of cultural phenomena like Angry Birds which, at over 20 million downloads, became the best-selling app of all time.

But what makes a handset or tablet-based game great? What problems can hinder the experience? Usability experts SimpleUsability look at the top ten features in mobile games.

This article is also avalable as a PDF for download: Moble Gaming Usability Study 2012.pdf

1) KEEP BUTTONS SIMPLE

The controls to a mobile game should be made as simple as possible. Even if the game demands a complex control scheme, a way of streamlining and simplifying the inputs should be considered.

Mobiles and tablets present fewer buttons and control options than ergonomic console controllers, meaning mobile game developers need to innovate. Those that have done it successfully have done so by amalgamating intuitive controls with simplicity. Popular games, such as Tiny Wings, require only a single input, pressing and holding the screen to speed up the descent and releasing when travelling uphill.

Despite its popularity and the brand loyalty garnered from console success, Grand Theft Auto III places numerous buttons on screen to perform wider functions, but this becomes a barrier to the game. Without the vibration and tactile feedback of a console or PC game, it can be difficult to tell if you are pressing on-screen buttons correctly. Movement and vision circles which replace a joystick to move a character are also problematic.

2) DEVELOP ON-SCREEN REAL ESTATE EFFECTIVELY

The amount of real estate on any screen is limited and must be considered.

Playing the game Age of Zombies for example requires using the two on-screen ‘virtual joysticks’ with your thumbs. This obscures so much of the screen that it makes the game difficult to play.

It is an issue too for tablets, even with their greater field of vision and higher graphic fidelity. Playing the same game on a tablet, the joysticks become hard to use with any degree of accuracy as they are more spaced out than on the mobile phone equivalent.

Another issue with having a larger screen to play the same games is that the Heads-Up Display (HUD) is relegated to the user’s peripheral vision. The smaller screen of a mobile phone means it is always in the user’s eye line, whereas with a tablet screen they will often have to break their focus on the action and look to the edges for important game information.

3) FEATURE FEEDBACK

Without the tactile feedback of a button press or vibration, mobile games must use a different way to communicate to users that their action has been registered; they should provide on-screen feedback that is unobtrusive but informative.

Infinity Blade, for example, highlights the on screen buttons when the user presses them and displays correlating text on the screen. These immediately inform as to whether attacks or blocks have been successful or not. Similarly, when inflicting or receiving damage, the number of points lost flashes on screen and registers with the health bars, which remove the respective amounts.

4) KEEP ICONS CLEAR

Icons are useful in representing ‘shortcuts’ to menu options without the need for supporting text.

To work however, they must be clear and unequivocally relate to the function: a dollar sign for money, a spanner for tools. When unfamiliar, abstract or ambiguous icons are used they can have the opposite affect with users failing to grasp what they represent.

5) HAVE INTELLIGENT INTERRUPTION SETTINGS

On a mobile handset, receiving a phone call will instantly exit a game so an intelligent approach to interruption settings in the game is essential.

If when restarted the game has not paused or automatically saved the user’s state of play, a negative opinion of the game is formed. Users will be less inclined to play the game in future for fear that another phone call will disrupt their game and lose their progress.

As the majority of people play games on mobile devices while on the move and in short bursts, a clear pause button (Angry Birds) is always advisable so that users can be confident that they can quickly suspend and return to the game.

6) START SESSIONS QUICKLY

To facilitate the ‘pick up and play’ nature of mobile games and minimise waiting time, sessions must have a quick start option.

In Jetpack Joyride the start screen displays the command ‘Touch anywhere to play!’ beneath the game title. Upon tapping the screen the game title and command disappear and the game begins instantly.

7) MAKE SOUND SETTINGS INTUITIVE

Muting the volume on a mobile device or tablet should also silence the game to avoid the user having to manually mute each game they want to play without sound.

Mobile games are often played by users who simultaneously listen to music through their device at the same time. Many games do not recognise dual usage and will play in-game music and sound effects over the user’s personal music. This requires users to search for a manual way of muting the game volume, which can be frustrating.

8) MAKE TUTORIALS SIMPLE

Nothing is worse than starting a game and feeling like you do not know what to do.

Unlike PC and console games, which come with a manual explaining the controls and basic game play, mobile games lack a physical guide. Simple tutorials that demonstrate what each input does and how to play the game must feature at the start of the game.

Tutorials should be easy-to-understand and stylish. This style should remain consistent and pop-up when new mechanics are introduced in later stages. The opening levels should also start simply and allow rapid progression to create ‘buy-in’ among users.

9) GIVE GOALS AND REWARDS

Games should provide clear and overriding objectives for players and visible goals to work towards in the game. In a bid to save space on screen, rolling scores can be removed, but the short feedback loop of visible progress provides a hook to the user.

Without a defined aim or objective, whether story driven or high score, users will lose interest in the game and move on. It is also important to keep users invested in a game by offering them rewards for meeting in-game goals. A new level or item not only rewards players for the actions they have just performed, but also incentivises them to continue playing the game with the promise of further unlockables.

10) PROVIDE ASYNCHRONOUS MULTIPLAYER OPTIONS

Providing asynchronous multiplayer options in a game engenders a healthy multiplayer community. Whereas traditional multiplayer games on consoles require all players to be present at the same time, turn-based mobile games like Words with Friends and Hero Academy allow players to make their move at any point after their turn begins.

Players also receive notification via a prompt on their handset, making mobile the ideal format for these more episodic games. Providing leader boards and in-game rankings is also a good way to challenge others without the need for concurrent presence in the game. Whether displaying high scores, as in Doodle Jump, or showing the ghost data of an opponent’s lap time in Sprint Racers GP, successful multiplayer options no longer means that all players have to be connected at the same time.

 

This article is also avalable as a PDF for download: Moble Gaming Usability Study 2012.pdf

AGENCY GUIDE: How to Implement Eye Tracking & Usability

Monday, January 31st, 2011

Agency Guide: How to Implement Eye Tracking & UsabilityWithin our world of behavioural research we see a split regarding where our clients come from; either from companies approaching us directly, or referred by design agencies. Increasingly eye tracking is being sought out by agencies that have a need to add user research and also diversify their product services to clients. Companies are looking to create the best experience for the end user within their sector, and for this to happen a user centred design approach needs to be adopted with user research supporting the process.

Benefits of eye tracking to agencies

The benefit of eye tracking is that it enables a type of research where you can access the reasons why people do what they do. It allows research to take place that is very natural and not stressful to the person taking part. This means more truthful findings that can be trusted by the team. (more…)

FACTSHEET: How to Buy Eye Tracking for Market Research

Monday, December 13th, 2010

What could possibly go wrong? (Why all eye tracking is not equal)

1. Participant recruitment

It is difficult to overestimate the importance of careful and thorough selection procedures when recruiting for an eye tracking study. In a conventional depth interview or focus group a close, but not ideal fit of participant to the recruitment criteria can often be overlooked. However, the subconscious nature of eye movements makes it very hard for a participant to ‘hide’ behind scenarios and imagined motivations, you need the real thing. It might surprise you to learn the range of behavioural and attitudinal criteria we typically recruit against. Experience has taught us that shared behaviours are far more important than shared demo- and geo-graphics.

2. Research environment & technical quality

Some providers offer remote testing methods for screen based quantitative eye tracking, where users are not required to come in to a lab. There are obvious cost savings associated with this as users can be in different locations. However, several grave issues arise with this approach; (more…)

How to Buy Eye Tracking for Market Research

Monday, December 13th, 2010

Hasn’t Eye tracking been ‘done’?

Eye tracking in market research has a chequered history. Like many methods that have made it into the researchers’ toolkit it followed considerable hype. However eye tracking has proven a particularly difficult labour of acceptance, largely through no fault of its own. The tools, techniques and surrounding methodology have grown up considerably of late and the eye tracking industry has come a long way in a few short years. Today eye tracking is frequently applied in the field of web design and usability testing yet remains relatively under used in market research.

We recognise that early adopters of eye tracking, done badly, may have been burned and that this had bred a hesitance to engage. This article is intended to re-familiarise the research buyer and agency researcher alike with the initial enthusiasm for the method and to help them rediscover the meaningful insight and opportunities eye tracking can provide. This article covers the basic uses of eye-tracking, what to consider when buying it and, crucially, how the range of ways eye tracking can be conducted and analysed contribute greatly to its quality and potential value to a business.   (more…)

A guide on where to conduct website usability testing

Saturday, November 27th, 2010

When deciding all the details about carrying out usability research, it can be difficult to work out exactly where you want to do the testing. The benefit of doing usability testing is that the equipment needed is quite portable so you are therefore not restricted to geographical locations, but there are a few considerations to take into account when planning.

Things to consider if hosting usability testing at your company’s premises.

  1. By telling the person where they have to turn up to take part in the usability testing, you are giving them an indication of what the subject matter of the testing will be. This gives them time to conjure up a pre-determined opinion about the company which they will then bring with them to the testing.
  2. Users want to please and be able to perform well within the session so they will do their homework. This means that they will learn all about your services and how to use your website and can be especially detrimental if you want to test users’ natural behaviour on the existing website. (more…)

Beyond Heatmaps : Eye Tracking for Market Research

Monday, October 25th, 2010

Researching the retail experience

The act of shopping is characterised by a continually shifting flow of behaviours; periods of concentrated search (where will I find light bulbs?) are followed by evaluation (which type do I need? What’s the price?) and selection or rejection of an item. Shoppers’ motivations might then return to navigation (which aisle to visit next), and behaviour can take a browsing style (I’ll just look in the vegetables aisle in case I’ve forgotten something) or be a targeted mission (I need potatoes).

But these, and the thousands of micro-states occurring in between them, are rarely consciously experienced, there’s no continuous internal dialogue as above. In fact neuroscientists estimate that up to 95% of mental processing occurs below the threshold of our awareness, creating a considerable challenge for researchers interested in the retail experience.

Market researchers have long recognised that retail demands a different tack and have adopted and developed a host of methods tailored for the task. However many of these methods are far from perfect. (more…)

How to ask why in usability testing

Friday, October 15th, 2010

Similar to many children growing up, I always wanted to know why things were the way they were. This hasn’t rectified itself into adult life, therefore it’s ideal that I find myself working as a user experience consultant for SimpleUsability, where I can ask ‘Why?’ all day long.

But in the field of usability, constantly asking a research participant “why?” could become pretty annoying. Moderators of usability studies have to discover different methods to find out the reasons behind why somebody carries out a task in a certain way.

Maybe we should address another question first; “Why ask why?” Technology has provided us with many tools to find out what people are doing, particularly on websites. From analytics we can see what people are clicking on and even watch where attention is driven to. What this doesn’t tell us is why people clicked there, what else they looked at first but were confused about, and also what they missed. (more…)