01 Games User Research Flashcards
(7 cards)
Common GUR methods
*common is relative to size of studio and culture
- Interviews
- Observation
- Surveys
- Telemetry / Analytics
- A/B Testing
Interviews
A researcher asks individual players about the topic(s) of interest, while taking notes
and recording audio
Pros
* Generates contextual data that can stand alone, or explain other results
* Follow-up questions can help generate new insights
* An audio record provides a full account for later reference
Cons
* Researcher bias is not always obvious
* Can be difficult to prepare and run without experience
* Considered less rigorous or valid than quantitative data by some (they are wrong, but they might still think it)
Obeservation
A researcher observes a tester’s play behavior while taking notes - Ideally, a second researcher facilitates the session, and the observer is elsewhere (e.g.,
watching on a separate screen)
Pros
* See how ‘typical’ players actually behave in the game
* Can be done early in development
* Helps understand what is happening
Cons
Presence of observers can bias results
Behavior requires interpretation -> why things are happening unclear
Player subjective experience mostly
unknown
Surveys
A web form (or rarely, paper) with questions on players’ attitudes and experiences - May include open text questions, may include questionnaires, or both
Pros
* Relatively easy to deploy - Versatile, can be applied to many topics
* Standardized user experience questionnaires already exist
Cons
* Statistics knowledge is required to interpret quantitative results - Larger samples (N>100) are typically needed to test hypotheses
Telementry (aka analytics)
Logging of behavioral data from players. This can be on any behavior that the system can ‘count’ (e.g., deaths, collisions, levels completed, time spent)
Pros
* Very granular and detailed
* Unobtrusive, does not interrupt gameplay
* Often very persuasive with stakeholders
Cons
* Non-trivial to implement data collection and data preparation
* Statistics knowledge is required to interpret quantitative results and visualize data
* Even with strong statistics knowledge, can be difficult to interpret meaning of results
A/B testing
Players are randomly assigned to play one of two (or more) slightly different game variations
The behaviour of interest (e.g., spending, retention) is measured (via telemetry) to compare design builds or variations
Pros
* Generates a definitive answer
* Quantifies the influence of design changes
* Persuasive with stakeholders
Cons
* Requires a large enough player base for confidence in results
* Does not explain why results occurred – unless you have a strong hypothesis and clear study design
Qualitative vs. Quantitative methods
Quantitative
* Collect numerical information, e.g., how much? how often?
* Aims at generalization across the population out of which the representative sample was drawn
* Typically requires large sample size (i.e., lots of testers)
Qualitative
* Collect descriptive information, e.g., how did this happen? why did you do this?
* The data obtained is thick and rich, and its analysis is about identifying data patterns
* Samples are typically small and purposive