Friday, 6 April 2012

User Experience: Paper Prototype Testing.

Paper Prototype Testing:

Due to our three individual puzzles, we shall conduct three individual paper prototype tests. At the end of all three, the tester will then fill out a Post-Test Questionnaire.

During the Paper Prototype, there are a few things we must look out for. These are;
  1. Frustration levels - Is the player becoming obviously frustrated by the puzzle?
  2. Ease of completion - Has the player quickly overcome the challenge?
  3. Enjoyment - Is the player obviously enjoying their time?

Due to the nature of each individual puzzle, there are a few things we must take into account for each individual one.

Puzzle One:

While each puzzle is meant to be a challenge, Puzzle One represents a relatively easy task. The main challenge for this puzzle is the jumping between each branch and then overcoming the treehouse.

For this puzzle, we are simply trying to test and see if the player can analyse the scene and pick up what everything does. It is expected that the player will know what to do and how to do it and only during the virtual prototype can we figure out if this is a challenging puzzle.

Puzzle Two:

Puzzle two represents a logic problem. This challenge is completely different to Puzzle two and this particular puzzle will benefit most from this paper prototype testing.

What we are looking for is how many times they attempt to complete the challenge. During the prototype, try to jot down everytime they fail, this will give us a good indication of how hard it is.
Also, because of the nature of the challenge, the person who is carrying out the test must also time the challenge, this will help also correlate how hard the puzzle is.

  • A: If the player is spending lots of time evaluating the puzzle and is also failing it a lot, the puzzle is too hard for them.
  • B: If the player is spending lots of time evaluating the puzzle but hasn't failed much, the puzzle is about right for them.
  • C: If the player hasn't spent any time evaluating the puzzle and is also failing it a lot, the puzzle is too hard for them.
  • D: If the player hasn't spent any time evaluating the puzzle but hasn't failed much, the puzzle is far too easy for them.

Puzzle Three:

Puzzle Three represents a combination of both Puzzle One and Puzzle Two, thus it shall benefit from both a paper prototype and a virtual prototype.

Much like in Puzzle Two, there are various things that the tester should look out for. For ease, I shall simply copy Puzzle Two's paragraph.

What we are looking for is how many times they attempt to complete the challenge. During the prototype, try to jot down everytime they fail, this will give us a good indication of how hard it is.
Also, because of the nature of the challenge, the person who is carrying out the test must also time the challenge, this will help also correlate how hard the puzzle is.

  • A: If the player is spending lots of time evaluating the puzzle and is also failing it a lot, the puzzle is too hard for them.
  • B: If the player is spending lots of time evaluating the puzzle but hasn't failed much, the puzzle is about right for them.
  • C: If the player hasn't spent any time evaluating the puzzle and is also failing it a lot, the puzzle is too hard for them.
  • D: If the player hasn't spent any time evaluating the puzzle but hasn't failed much, the puzzle is far too easy for them.

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