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Developing UX Practices at Epic Games Celia Hodent, PhD. UX Manager, Epic Games @CeliaHodent

Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

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Page 1: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Developing UX Practices at Epic Games

Celia Hodent, PhD. UX Manager, Epic Games

@CeliaHodent

Page 2: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Kung-Fu Rabbit

Page 3: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

A definition of User eXperience

What it is like for the targeted user to interact with the software, including how engaging the experience is, relative to the design intentions.

Donald Norman, The Design of Everyday Things (1988)

Page 4: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

2- Marketing input

UX misconception #1: UX stands outside of the design loop

Page 5: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

UX misconception #2: UX is only gonna make the game easier

Resident Evil

Page 6: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

A definition of UX

UX practices

- Psychology / HCI

- Guidelines / Methods

- User research

Understand your audience

(marketing, consumer insights)

Define the experience

(designers, engineers, artists)

UX Experience User

Page 7: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Good UX = Usability + Flow

Page 8: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

A definition of Usability

Making software usable means paying attention to human limits in perception, attention, and memory (Isbister & Schaffer, 2008).

Usability guidelines come from human psychology and our understanding of the brain.

Page 9: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Brain limitations: Perception

Information is organized through a 3-level process (example of vision):

Physics: orientation, spatial frequency, brightness …

Organization of the visual field: the brain likes meaningful patterns (shape)

Knowledge: access to semantics

SENSATION

PERCEPTION

COGNITION

Page 10: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Top-down process in perception … the geek version Street Fighter II characters as minimalized by artist Ashley Browning

Brain limitations: Perception

Page 11: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

The brain is not good at multitasking.

Game! Watch carefully the following video:

Brain limitations: Attention

Page 12: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

The forgetting curve (Ebbinghaus, 1885):

Brain limitations: Memory

Page 13: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status) Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Usability heuristics

Page 14: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Usability heuristics

Page 15: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Infamous 2

A Link to the Past Left 4 Dead 2

World of Warcraft

Draw player’s attention to particular elements.

- Inviting signs (encourage the player to do something) - Informative signs (inform about a state)

Signs

Page 16: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Feedback

Every action from the player must have a feedback.

Helps the player to understand and learn the game mechanics.

Tekken 5

Page 17: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 18: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Clarity

All information conveyed must be perceived as intended and text must be legible.

Gestalt principles: Multi-stability

Page 19: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Clarity

Fortnite WIP

Page 20: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 21: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Form Follows Function

• The form of an object gives information about its function:

Similar forms should have a similar functionality. Different forms should have different functionalities. Affordance is the goal.

Page 22: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 23: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

FFF & Consistency

• Similar forms convey different functionalities. Confusing and the player needs to pay more attention.

• Clock replaced by a widget to avoid confusion with objective timers.

Fortnite WIP

Page 24: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

FFF & Consistency

• Decoration assets that look like gameplay assets = misleading form.

Fortnite WIP

Page 25: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 26: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Minimum workload

Fortnite WIP

Page 27: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 28: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Mario Galaxy - collision zone of enemies is smaller than their 3D model.

Error prevention / Recovery

League of Legends – Undo button

Page 29: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 30: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Signs & Feedback (visibility of system status)

Clarity Form Follows Function Consistency Minimum workload (physical & cognitive)

Error prevention / recovery Flexibility

Usability heuristics

Ref: Jakob Nielson (1994) - Norman Nielsen Group (nngroup.com) Laitinen (2008)

Page 31: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Good UX = Usability + GameFlow

Plants vs. Zombies

Page 32: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Definition of Flow

Flow = optimal experience whereby “a person’s body or mind is stretched to its limits in a voluntary effort to accomplish something difficult and worthwhile” (Csikszentmihalyi, 1990).

Page 33: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Definition of GameFlow

“Descriptions of the Flow experience are identical to what players experience when immersed in games, losing track of time and external pressure.” (Chen, 2007)

Page 34: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Perceived Pacing Motivation Emotion

GameFlow heuristics

Ref: Bernhaupt (2010) - Chen (2007) - Ryan & Deci (2000) - Sweetser & Wyeth (2005) – Swink (2009)

Page 35: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Perceived Pacing

Challenge - Never too easy nor too hard

Pressure - Never too relaxing nor too intense for too long

Learning curve - distributed learning by doing (through LD)

Example of a shooting range gym level in Fortnite:

Page 36: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Perceived Pacing Motivation Emotion

GameFlow heuristics

Ref: Bernhaupt (2010) - Chen (2007) - Ryan & Deci (2000) - Sweetser & Wyeth (2005) – Swink (2009)

Page 37: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Extrinsic: clear goals and rewards (short-medium-long term)

Intrinsic: Competence, Autonomy, Relatedness (CAR) • Control, skills, progression felt • Meaningful choices and self-expression • Social interaction: coop and competition / NPCs?

Motivation

Page 38: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Perceived Pacing Motivation Emotion

GameFlow heuristics

Ref: Bernhaupt (2010) - Chen (2007) - Ryan & Deci (2000) - Sweetser & Wyeth (2005) – Swink (2009)

Page 39: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Game Feel - how do the controls, cameras, and characters feel?

Implicit motivation - drives and instincts (survival & reproduction)

Avoid flow breakers - unfair deaths, losing hard-won possessions, etc.

Meet or exceed expectations / Offer surprises

Emotions

Page 40: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Perceived Pacing Motivation Emotion

GameFlow heuristics

Ref: Bernhaupt (2010) - Chen (2007) - Ryan & Deci (2000) - Sweetser & Wyeth (2005) – Swink (2009)

Page 41: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

For every little bit that you implement in the game, even if placeholder, ask yourself:

• Does it follow the usability guidelines?

• Does it make sense for the gameflow and the overall experience you want to offer?

UX heuristics

Page 42: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Curse of knowledge

Page 43: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

Curse of knowledge: the skill tree example

Fortnite WIP

Page 44: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

HOW? Form

WHAT? Function(s)

WHY? Experience / User

Awesome feature! (or fixing pb)

UX Feedback

Page 45: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

UX misconception #3: You cannot afford UX

Don’t ask yourself if you can afford thinking about UX … … Ask yourself if you can afford not to.

Page 46: Developing UX Practices at Epic Gamestwvideo01.ubm-us.net/o1/vault/gdceurope2014/Presentations/82896… · Making software usable means paying attention to human limits in perception,

@CeliaHodent

GameFlow

Perceived Pacing (challenge, pressure, learning curve, …)

Motivation (competence, autonomy, relatedness)

Emotion (game feel, implicit motivation, …)

Usability

Signs & Feedback Clarity Form Follows Function Consistency Minimum Workload Error Prevention / Recovery Flexibility

User eXperience =