ebook img

Game usability : advice from the experts for advancing UX strategy and practice in videogames PDF

453 Pages·2022·14.093 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Game usability : advice from the experts for advancing UX strategy and practice in videogames

Game Usability Game Usability Advice from the Experts for Advancing UX Strategy and Practice in Videogames Second edition Edited by Katherine Isbister and Celia Hodent S econd edition published 2022 b y CRC Press 6 000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487–2742 a nd by CRC Press 2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN © 2022 selection and editorial matter, Katherine Isbister and Celia Hodent; individual chapters, the contributors. F irst edition published by CRC Press 2008 C RC Press is an imprint of Taylor & Francis Group, L LC Reasonable ef orts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. E xcept as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microf lming, and recording, or in any information storage or retrieval system, without written permission from the publishers. F or permission to photocopy or use material electronically from this work, access www.copyright.com or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978–750– 8400. For works that are not available on CCC please contact [email protected] T rademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identif cation and explanation without intent to infringe. Library of Congress Cataloging - in - Publication Data [Insert LoC Data here when available] ISBN: 978-0-366-24248 (hbk) ISBN: 978-0-366-19923 (pbk) ISBN: 978-1-003-10938-9 (ebk) DOI: 10.1201/9781003109389 Access Support Material for Chapter 4: w ww.routledge.com/9781032069951 Contents List of Contributors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix Chapter 1 : Introduction: What’s New in This Edition and How to Read This Book . . . . . . . . . . . . . . . . . . 1 K atherine Isbister and Celia Hodent PART I UX and Usability Chapter 2: Advancing Game UX Maturity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Celia Hodent Interview: With Anouk Ben-Tchavtchavadze, Senior UX Designer at Riot Games . . . . . . . . . . . . . . . . . 25 Interview: With Mike Mariano, Senior UX/UI Designer at Roblox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Interview: With Laura Taylor, Senior UX Designer, Unity Technologies . . . . . . . . . . . . . . . . . . . . . . . . . .30 Chapter 3: Usability and Game Feel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Steve Swink Interview: With Jenova Chen, President and Creative Director for Thatgamecompany . . . . . . . . . . . 58 PART II Techniques Chapter 4: Games Research Evolution at Microsoft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 R andy Pagulayan, Daniel V. Gunn, Deborah Hendersen, Melissa Boone, JJ Guajardo, Jessie Thomas, and Dennis Wixon Chapter 5: Try One Yourself: A Guide to Running a Practice User Study . . . . . . . . . . . . . . . . . . . . . . . . . .97 Katherine Isbister Chapter 6: Heuristic UX Evaluation of Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Noah Schaf er Chapter 7: L et the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Jettie Hoonhout Chapter 8: How Bias Af ects Games—and What You Can Do About It . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Melissa Boone v Chapter 9: Working With Game Analysts and Data Scientists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 Gaelle Arlaut Chapter 10: Physiological Measures for Game Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161 Regan Mandryk and Madison Klarkowski PART III Fitting Into Business Processes Chapter 11: I ntegrating UX Practices Into the Production Pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 Heather Chandler Interview: W ith Nana Wallace, Senior Director, User Research at PlayStation (US), and Rob Johnson, User Research Manager at PlayStation (UK) . . . . . . . . . . . . . . . . . . . . .200 Interview: With Joe Florey, Senior User Researcher at PlayStation (UK) . . . . . . . . . . . . . . . . . . . . . . .203 Interview: With Alexandra Perry, Producer at Media Molecule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 Interview: With Tobi Saulnier, Founder and CEO of 1st Playable Productions . . . . . . . . . . . . . . . . . .208 PART IV Deeply Understanding Players—Strategies for Inclusion Chapter 12: Trust and Safety and Fair Play in Video Games: Intentionally Designing Positive Communities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 Carlos Figueiredo Chapter 13: Accessibility Then and Now: History, Myths, Considerations, and Tools . . . . . . . . . . . . .239 Ian Hamilton Chapter 1 4: Reframing Inclusion: The Case for Allyship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .261 Jessica Murrey I nterview: With Tülay Tetiker McNally, Director of Inclusive Design and Product Development at Electronics Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 I nterview: W ith Trinidad Hermida, Founder & CEO, The Hermida Company LLC and Co-Founder, Mr. Augmented. Former Head of Diversity and Inclusion at Niantic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 I nterview: W ith Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .284 I nterview: W ith Kishonna Gray, Assistant Professor at the University of Illinois at Chicago . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .289 vi Interview: With Nick Yee, Co-Founder of Quantic Foundry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .293 Interview: With Roppyaku Tsurumi, Japanese Game Producer and Designer, by Kenji Ono, Game Journalist, IGDA Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .299 Interview: With Kate Edwards, CEO and Principal Consultant of Geogrify . . . . . . . . . . . . . . . . . . . . .304 PART V Platform and Context Specif c Advice Chapter 15: Mobile Game Usability: Design and Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .311 Holly Grothues, Andrea Abney, Ryan Boughter Chapter 16: Designing for “Everyone”: The Triumph of Casual Mechanics . . . . . . . . . . . . . . . . . . . . . .339 Nicholas Fortugno Chapter 17: The Design of Virtual and Augmented Realities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .351 Alexandria Heston Chapter 18: The Esports Experience: Fan, Player, and Beyond . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .377 Laura Levy, Sven Charleer, Taylor Dale Wright Interview: With Erin Drake Kajioka, Senior Staf Interaction Designer at Google . . . . . . . . . . . . . . .400 I nterview: With Nicolas Pouard, Vice President, Strategic Innovation Lab, Ubisoft . . . . . . . . . . . . .404 I nterview: With Phylissa Li, Principal Design Architect at Roblox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .408 PART VI Conclusions Chapter 19: (Re)Discovering the Rich History of Games User Research: An “Undisciplined” Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .413 B ridget Hapner and Carly A. Kocurek I nterview: With Yvonne Rogers, Director of UCLIC, University College London . . . . . . . . . . . . . . . .427 Chapter 20: How to Keep Up With What Is Happening and Last Comments . . . . . . . . . . . . . . . . . . . . .431 Celia Hodent and Katherine Isbister Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .433 vii Contributors Andrea Abney is a senior UX leader with over a decade of experience in games and entertainment. Her roots in mobile user testing go back to conducting research on the f rst line of Samsung Galaxy phones. From there, she made the move to games with user research roles at Disney Interactive and Scopely, contributing to chart-topping titles like Marvel: Avengers Alliance, Star Wars: Commander, and Star Trek Fleet Command. Though her specialty is mobile research and design, she has worked on the user experience of everything from console games to medical devices to a castle (yes, really). Andrea holds a master’s degree in HCI from DePaul University. G aelle Arlaut is a data scientist based in the Bay Area. She holds an engineering degree from France and became an early employee at Criteo, a personalized advertising company, which later allowed her to move to the United States in 2009. In 2012, she started working on mobile gaming at Disney Interactive, where she supported franchises including Tap Revenge and Pixar (e.g., Nemo’s reef) and then focused on Star Wars (Tiny Death Star, Star Wars Assault team or Star Wars Commander) and Marvel franchises (like Marvel Avengers Alliance). Afterwards she led several game analyst teams at Zynga (in particular slots and mid-core games) before heading the analytics division at Glu Mobile (Design Home, Tap Sports Baseball, Diner Dash Adventures, Disney Sorcerer’s Arena, etc.), recently acquired by Electronic Arts. She is currently managing data scientists working on AI/AR at Facebook. Melissa Boone is Senior Research Manager on the Xbox Research & Design team at Microsoft. Melissa holds a BA in psychology from Spelman College and a PhD in sociomedical sciences from Columbia University. Before joining Microsoft, Melissa conducted research on the ef ects of stereotyping, discrimination, and bias on people from marginalized populations. Since joining Xbox Research & Design in 2015, Melissa has worked on several titles within the Halo and Minecraft franchises, as well as research investigating inclusion and diversity in games and gamers. Currently, Melissa manages research across several of Xbox’s f rst-party game studios and services; she also leads Xbox’s research on accessibility and inclusive design. Ryan Boughter is a seasoned games UX leader having spent over a decade focusing on the free-to-play space. He has led, developed, and implemented UX design and strategy for several studios, most notably Kabam and Scopely. He has seen the industry from its f edgling web days to its overwhelming inf uence on mobile today. During that time, he has shipped several top grossing and award-winning titles (such as K ingdom of Camelot, Star Wars: Uprising, and W WE Champions) and built multiple world-class, international UX teams. Ryan has a BA in religious studies, which has almost nothing to do with this bio. H eather Chandler is a video game producer with 24 years and counting under her belt in the game industry. She has led teams at Epic Games, Electronic Arts, Ubisoft, and Activision. She has launched over 40 games across all gaming platforms and has worked on popular franchises including Fortnite, Star Trek, and Ghost Recon. Heather is currently working on a game about the ocean called Beyond Blue. She also combined her passion for team building and games to start an escape room called Whole Brain Escape in her hometown of Apex, NC. She is a strong advocate for STEM education and committed to providing opportunities to students of all ages to get involved with technology. ix

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.