Novice Game Guide Design: Novice Guide Standard and Inspection method (next)

Source: Internet
Author: User

In front of us to share the game novice-led design experience-the game Novice Guide Design (on), the game Novice Guide Design (in), this time I want to share with you the novice-led inspection method. Talking about the inspection method, we should start with the inspection standard.

First, the evaluation of the standards of novice guidance

The goal of the novice game is to improve the retention rate by helping the user master the game play method. Since the retention rate has always been a matter of many factors, cutting the mess, it is difficult to use it to check the Novice guide. Since the Novice guide to achieve the means to promote retention is to help users master the game play method, so long as the user mastered the game play method, it can be said to achieve a novice-led design purposes. Based on this concept, we can use the user's mastery of game play as a novice-led inspection standard.

Specific to the actual inspection activities, the use of small-scale users of the usability test, not too much time, not spent on research, market research resources can also receive very good results.

Second, the usability test of novice boot

Usability testing consists of six items: looking for target users, making questionnaires, observing user discovery problems, determining problem scope, solving problems and testing.

1, looking for target users: By understanding the user's gaming experience, game life, game type preferences and economic income, select 5-7 target users, of which 3-4 people are very close to the user model of the game, while the rest of the user may be different from the target user type. The purpose of this is to help us find potential users. In how to find different users of the way I have not found any good method, but one thing is certain, for different products, the premise of the choice of users is to understand the product very well. In the game, for example, the cultural background of the game, the type of the game at least one of the things that can meet the needs of different users. Take a large FPS game for example, if we find some players who play casual games as different users, it is likely to get nothing, but if you are looking for some players who play the first-person American RPG, chances are they will find new users, because the two games have the same visual and operational aspects.

2, the production of questionnaires: in the process of observing the user game, we can not find every problem point, so the questionnaire may help us find the missing problem. When it comes to missing issues, you still need to communicate with the user to understand what the user was feeling, rather than blindly recording the problem.

3, observe user Discovery problem: Observe the performance of the target user in the game, record the problem that the user encounters, and combine the content of the questionnaire to interview the user. In the interview, we should understand the player's mastery of the game method, judge whether the content of the guide can be mastered by the player, and whether there are some content that has no guidance to be added. At the same time, we should understand whether the sense of mission in the guiding process is in place. For example, some players will think that the background story of the game can not arouse his interest in the game, and such a design is likely to cause the loss of the player. All the problems can be summed up for lack of mission, guidance content is not understood and guide content is missing. The following table is a summary of usability issues:

4, to determine the scope of the problem: each problem can be modified to create new problems, it is necessary to estimate the loss of the problem, by comparing the risk and modify costs to determine whether the problem is worth revising. The first step in determining whether a problem needs to be modified is to see if the user who is having the problem belongs to the target user. If the user's problem happens to be due to the difference with the user model, then the problem is basically no need to consider changes, if the target users encounter problems, you need to estimate the risk of modification of the problem, judge whether it can be modified. The following is a brief introduction to the problem risk calculation (assuming that the user A to e are all target users):

Problem risk = occurrence probability x severity

Occurrence probability = problem number of users/total number of users

Severity = loss caused by problems, generally converted into currency

In this case we assume that all user churn will result in a loss of 10 million yuan, and that other problems are proportional to the assumption

The solution to the cost of the calculation is based on the specific situation of each problem, depending on the problem, here can not give detailed calculation method, but it is noteworthy that we must be revised to estimate the problem risk in the solution cost.

Based on the calculation method of the problem risk and the estimation of the modified cost, we can judge the problem that only need to modify the "problem loss" more than "Modify cost":

5, to resolve the need to modify the problem:

The problems that need to be modified are the teaching effects, so you can categorize the problem according to the timing of the boot and the form of the guide:

Based on the analysis of the problem types and user feedback, the Novice guide the design method to optimize.

6, Inspection:

To ensure the correctness of the modified results, we also need to take a AB test on these issues: find 2 groups of target users, have them test the changes before and after the revised guidance, record their usability testing problems encountered in the various boot content to choose the problem in less lead form, reintegration.

Iii. other means of inspection

In the case of conditions, can also be in the game inside or the public test to conduct a wide range of guided inspection. It consists of three steps: Filtering the target user, the two-way investigation of the problem.

1. Filter Target Users

The users were screened by questionnaires to determine whether the participants belonged to the target users. The main problem items of the questionnaire should correspond with the user model content. According to the user model content, design the corresponding problem project to form the questionnaire. After the questionnaire was designed, the form of the questionnaire to activate the game to the user, in order to solve the problem of poor authenticity of the questionnaire, you can be prompted in the questionnaire irresponsible filling may not activate the game.

Based on the results of the questionnaire, the target users and the non target users were separated and the data were analyzed separately.

2, two-way investigation

The role of two-way investigation is to discover the main problem of loss of influence. For the loss of users, we generally can only ask 2-3 questions, and the authenticity of these problems are often difficult to judge, and for retained users, we do not know what factors will cause the loss of users, so only the two categories of users can be more objective to identify the problem. The principle of bi-directional species survey is to verify the problem of lost users by using the findings of the retained users.

Four, the conclusion

Based on the PDCA Novice Guide design, through the continuous planning of products (P), Production (D), inspection (C) and Improvement (A) to enable the quality of the guide to continuously improve. Throughout a number of well-known products, after several rounds of testing has been successful, so PDCA cycle to improve product quality is very important.

There are still a lot of things to refine in the design process of the Novice guide. For example, user modeling, user research methods, lead time and User Psychology Analysis, guide form of interactive form and visual form of knowledge, these elements need us in the constant work and learning to explore. We are here just to provide a workflow, hoping to give you a little bit of inspiration.

Series of articles:

Game Novice Guide Design (ON)

Novice Game guide Design (middle)

Article Source: Kunlun User Experience design team

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