Journal 5: Reflections on video prototype
1. Prototype Process
Last week I had test my video prototype. This week, I will reflect on it according the feedback and decide which aspects needed to be improved in following prototyping.
Last week I had test my video prototype. This week, I will reflect on it according the feedback and decide which aspects needed to be improved in following prototyping.
1.1 The testing approach
The Kickstarter video will be required to watch by users. When they are watching the video, I want to they to think about what is my prototype and can they understand my concept. When users finish watching the video, I will ask they that how do you think about it and could you tell me your ideas of this video. If they like it and their understanding of concept match my original idea, which means I explain my concept clearly in video prototype and did not mislead them. However, if there is an opposite situation, I should to reconsider my video prototype editing in order to avoid the misunderstanding. Also, I will explain my ideas if they do not understand the video.
In order to getting the feedback, the questionnaire will be provided for the audiences. A short interview would be processed after the audiences watch the video.
1.2 Evaluation outcomes & reflection:
The result of the questionnaire was collected.
According to the pie chat of Q1 and Q2, it shows that all testers can understand the concept and know how to use it. Most of testers have a good impression. They said it is interesting. It is a good start for me.
However, for the feedback of Q4. Most of testers think that this game is too easy for mature player, recorded at 65%. They suggested that potential players might be children (age 9-15) and this game is more suitable for them. My targeted users are teenagers(age 15- 18). Therefore, I will increase the level of difficulty in order to make teenagers feel more challenge and interesting. I will enlarge the size or the map, increase the damage of enemies and add some obstacles in following interaction prototype to develop the difficulty.
According to short answer questions form Q5 to Q7, testers provide many useful advises. I might these suggestions and add them in to next prototype. Firstly, in the video, the snacks are static in fixed position. Their suggested that snakes can be dynamic. The benefit is it can increase the difference because dynamic snakes are more hard to attack than static ones. This aspect will be changed. I will add functions to make snacks moveable. Secondly, some testers also said that questions from green snakes might be boring because it just guess A or B. I would design some question meaningful such as simple math calculations When player touch the green snack, the random question like " What is the answer of 5 + 3 ? " will occur. The players need to answer it correctly. Otherwise, they will get damage. In addition, this change can be a educational tool for young players (age 5-10) to learn math subject. Thirdly, in the origin map, it only contains 3 layers. I will add more layers into the map.Another suggestion is that player can set up different level of difficulty if required.
Finally, some testers said that it was hard to move and press the other buttons at the same time. So I will improve the controller to make it easier to press multiple buttons at the same time. I will separate the analog to two parts. Thus, users can use it by two hands rather than using one hand which is easier.
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