User Testing Location Clues: Take 2
After creating a HTML content-centric prototype to quickly test how locations might work in Arcadia, I took the feedback on board and quickly iterated on the key points.
Make how locations work clear but in character
Based on the earlier usability testing results, I...
Pivoted my story explanation (from actually happening around you to a more sci-fi simulation of crime scenes)
Rewrote the location content to include help text (in the form of comments from the mysterious person behind the Report)
Included more corrupted text and highlighting to drop clues and reward close inspection.
Now to find some fresh victims volunteers!
Participant 1 (22, gamer)
Went straight for the restore file button
“So I need to find a key to unscramble the data?”
Scrolled through the whole thing first
“Do you have to know how to program?”
“I take it that is corrupted…”
Preferred smaller sections
Participant 2 (mystery fan, gamer)
Not a coder, is that a problem?
Victim profile: “where it starts to get weird, haha”
“Getting slightly harder to read”
Would be easier if it was in chunks
I would go there and take a picture?
It’s going to be a long walk
Participant 3 (20s, gamer)
It’s interesting we can’t see the incidents
Have to know it is corrupted. Otherwise garbled text is distracting?
Does it work if I click restore? Does that restore it?
“Find a key? I’m not sure”
Liked the idea, locations did not make sense
Add a camera icon in the corrupted photo
Great to get 3 participants from across my target market, from young adventure seekers and gamers to older mystery fans.
Content needs to be presented in a less overwhelming manner and easily parsable. I showed an alternate design which used accordions to hide sections of the case file at the end of the test and everyone responded more positively.
Similarly, given the tech-centric styling it can look quite intimidating. I need to balance this with making it more movie hacker fun than scary slog fest.
Be explicit about EVERYTHING: corruption, locations, etc. I thought I was explaining it more but I need to recognise that this is a mostly new mechanic in a game and straight up spell out how it works.
On the other hand, I also need to make sure how this works narratively. Setting the context for corrupted files, how Arcadia creates simulations, etc.
Back to basics - I’m going to write out in plain text exactly what you need to do for locations and then iterate from there.
Glossary - Based on the feedback from testers, I’ve been building a list of terms and concepts which people are unfamiliar with that I need to set the scene for. A bit of story onboarding might do the trick!
Keep iterating on the case file design - I have concepts for a more condensed, easily parsable case file which all the participants responded to more positively than the original, long scrolling version and am going to start building off of that.