Gaming Study - Far Cry 4

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Exploratory exercise.Demographic and Interface Analysis of Ubisoft's Far Cry 4. Year 1 - Cognitive Dimensions Interaction Design and DevelopmentGeorge Brown College

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  • GAMING STUDY

    Demographic and Interface Analysis of Far Cry 4

    Jeremy Walker

    Cognitive Dimensions

    August 11, 2015

  • Survey 3

    Survey Demographics 3

    Analysis Criteria and Exclusions 4

    Survey Findings 5

    Personas 7

    Joe 8

    Steve 9

    Far Cry 4: UI Eye-Tracking Analysis 10

    Scope of Study 10

    UI Element Analysis 10

    Gameplay UI Focus Analysis 10

    Final Design Recommendations 11

    Target audience Recommendations 11

    UI Element Recommendations 11

    Lessons Learned and Future Opportunities 15

    Lessons Learned 15

    Potential Follow-up Studies 15

    Appendices 17

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  • SURVEY

    SURVEY DEMOGRAPHICS

    Overview

    See Appendix A for Survey Questionnaire.

    The gaming survey was distributed to students friends and family via Facebook and other social networks as well as the Reddit community on June 11, 2015 via a Google Survey link.

    Total Respondents

    785

    Age and Sex of Respondents

    Respondents by Hours of Gaming Per-Week

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    100

    200

    300

    400 333

    138208

    84174

    0 0 to 2h 3 to 6h 7 to 10h 11 to 14h Over 15h

    100

    200

    300

    400

    263882205

    399

    18 to 22 23 - 27 28 - 32 33 - 37 38 +

    15 4 50 0

    Male

    Female

  • ANALYSIS CRITERIA AND EXCLUSIONS

    The focus of our analysis is to understand potential users and motivations that could influence the purchase of and overall experience playing the game Far Cry 4. The game is available on current generation home console hardware only and for that reason I have removed all survey responses from individuals with only 1) Mobile 2) Portable Console or 3) no applicable technology that they own.

    User Groups

    To begin, respondents were assigned to buckets depending on the average number of hours they play video games every week (0-2, 3-6, 7-10, 11-14, 15+) and then at a normalized (1 - Like to 5 - Dislike) scale of their appreciation of different game genres. Utilizing a box plot (Appendix B), value ranges were highlighted where 95% of users within each time bucket had responded. By utilizing a variation of a Net Promoter scale user groups could then be visualized as detractors or promoters for each genre.

    0 - 2h 3 - 6h 7 - 10h 11 - 14h 15h+Shooters

    Adventure

    Role Playing

    Strategy

    Puzzle

    Sim

    Sports

    Trivia / Board

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    Promoter(Score 1 to 2)

    Detractors(Score 3 to 5)

  • Genre Responses

    Moving from understanding how different user groups might favour different genres, the focus turned to the two primary genres that the focus game falls into: Shooter and Action / Adventure. Looking at each genre, primary motivation factors were broken out which respondents felt make games of each of those genres shine.

    SURVEY FINDINGS

    Genre Demographic Preferences

    See Appendix C for Genre Analysis Data.

    Sports games were the only category that achieved a median detractor score (for players spending more than 11h a week gaming). It appears this is one genre that should not focus on heavy gamers.

    Adventure and Shooter games achieve promoter scores almost unanimously except for the 0-2h per week group.

    Both appear to require a deeper commitment of time and dedicated concentration that limited play would not allow.

    Strategy and Puzzle games only achieve promoter scores with the 0-2h per week casual group.

    Genre Motivations

    For both Action and Adventure genres, Story, Immersion, and Social content were primary areas that created positive gameplay for users. For both genres, 67% of users focused on these game aspects.

    For both Shooter and Adventure seekers, Plot and creative Settings drove the most responses. Similarly, for both groups Immersion benefited gameplay as immersive environments require a rich story and world, allowing users to escape from reality.

    From a Social aspect, the primary driver of enjoyable social experiences was found overwhelmingly to be playing the game with existing friends and family.

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  • This was particularly interesting, as a large focus of many high-profile games has traditionally been a focus on open worlds or sharing experiences and interacting with strangers from around the world or particular geographies.

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  • PERSONAS

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  • Joe Walton Self-Employed

    I would play more video-games if they were more active. I dont like sitting for hours at a time - its unhealthy.

    Joe has available free-time, but although he enjoys video games, his gaming is limited to casual games when he is on transit or in waiting situations. Console gaming is too sedentary and unhealthy physically for him to dedicate considerable time.

    Always on person (8hr+)

    2

    0

    AVAILABLE FREE TIME

    Average hours per day

    9 Hr

    1 Hr

    5 Hr

    5 Hr

    4 Hr

    Work HoursBusyFreeTelevisionSleep

    AGE GENDER

    36 Male

    RELATIONSHIP EDUCATION

    Partnered Masters

    WORK EXPERIENCE

    Healthcare and Pharmaceutical research and marketing

    Physiotherapy

    AVAILABLE TECHNOLOGY

    Average hours used per day

    PREVIOUS FAVORITE GAMES

    Zelda (Adventure), Mario Bros (Platform), Diablo III (Dungeon Crawler), Just Dance (Dancing / Party)

    FAVORITE GAME ATTRIBUTES

    Escapism, Complex Storyline, Exploration, Challenging.

  • STEVE WALKER Student

    I would play more games if I had the timelately I usually rely on the series that have already gained my interest.

    I love video games - theyre interactive art. From big budget blockbusters to smaller indie titles, I love seeing what people are creating. The majority of my time spent away from video games is used learning how to create them.

    AVAILABLE FREE TIME

    Average hours per day

    7 Hr

    2 Hr

    4 Hr

    5 Hr

    6 HrWork HoursBusyFreeMusic PracticeSleep

    AGE GENDER

    23 Male

    RELATIONSHIP EDUCATION

    Single Undergrad

    WORK EXPERIENCE

    Warehousing and Logistics

    AVAILABLE TECHNOLOGY

    Average hours used per day

    PREVIOUS FAVORITE GAMES

    Last of Us (Action / Adventure), Dark Souls (Action RPG), Batman Arkham (Action / Adventure), Shadow of the Colossus (Action / Adventure), Shovel Knight (Platformer).

    FAVORITE GAME ATTRIBUTES

    Storyline, Exploration, Customizable characters (stats, equipment, etc).

    Always on person (8hr+)

    4 - 6 Hr

    3 Hr

  • FAR CRY 4: UI EYE-TRACKING ANALYSIS

    SCOPE OF STUDY

    Utilizing SensoMotoric Instruments Eye Tracking devices as well as recorded footage of volunteer test players, FarCry 4 gameplay UI elements were categorized and scored, and player focus points were calculated in order to make considerations on element effectiveness and overall benefits to gameplay.

    Eight test players were selected from the class and broken into two groups: four novices with no play experience and four Experts who have previously played at least one of the FarCry games for a minimum of 5 hours. Each player ran through the first 10 playable minutes of the game.

    UI ELEMENT ANALYSIS

    See Appendix D for UI Element data.

    All visible UI elements during the gameplay sessions were defined and assigned attributes. Each was then rated on a simple scale of 1-Low to 3-High for their overall consistency as well as visibility for players.

    Initial recommendations were also plotted prior to eye-tracking analysis for pre-vs post-analysis perspective.

    GAMEPLAY UI FOCUS ANALYSIS

    See Appendix E for Gameplay UI Focus data.

    Unfortunately due to technical issues there were only three (of eight total) acceptable gameplay videos that met a standard gameplay period, scenario, and which captured full screen visibility for UI tracing purposes.

    Two expert and one novice video were analyzed by tracking all UI elements via a standard timeline and observing whether they received eye focus. For each focus or failure game environmental factors were also considered (i.e. stress from combat, overwhelming numbers of elements on screen at once, etc).

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  • FINAL DESIGN RECOMMENDATIONS

    TARGET AUDIENCE RECOMMENDATIONS

    Core Demographic Preferences

    Players that game over eleven hours per week were not only the most numerous respondents to our survey, but also unanimously promoters of the FarCry 4 Shooter/Adventure genre.

    This same demographic was also the only detractor group for the sports genre. Mini-games or gameplay additions that introduce traditional sport mechanics or references would be ill-advised.

    Immersive storyline and creative environments drove the greatest satisfaction (~40% of respondents) in the genre, though social gameplay followed at a close second (~20%). It should be noted that players predominantly preferred social interactions with family and close friends as opposed to strangers.

    Persona Recommendations

    Potential players like Steven who are active gamers but limited for time are excellent focus targets for games like FarCry 4. Their love of games means they're active consumers willing to pay for quality while their time limitations lead them to invest in proven franchises. Frequent save checkpoints and short burst storylines and achievements would greatly benefit this group.

    UI ELEMENT RECOMMENDATIONS

    Instructional Elements for Player On-boarding

    Experts aren't using instructional UI elements - there should be a way to recognize or set familiarity level and deactivate their appearance to prevent user frustration.

    If these elements are for novice use, their placement and timing should be adjusted in order to ensure players recognize them and have due time to process their instructions. The first scene of FarCry 4 begins slow, with users able to fumble through basic interaction controls. However, the second scene proved extremely stressful for novice players even though it was an essential learning

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  • period for actions like running and recognizing HUD items that identifying enemies and objectives. Novices in our tests were overwhelmed and missed gameplay tips altogether.

    The third scene proved better, with full screen tutorial slides - however learning new actions and putting them to use proved frustrating as enemy combat prevented testing out new abilities without the of stress of being under attack.

    Repeatedly dying and reviving is a valid learning process, however it is nonetheless time consuming and frustrating for players. Minimal planning on timing these scenes could easily allow a smoother transition to more advanced gameplay mechanics.

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  • Overall Element Recommendations

    Element Recommendation

    Checkpoint Game save and checkpoint identifiers could be merged into an improved animation or better - removed completely.

    Current Objective

    Appear in top-middle of viewport instead of sharing top-left with non-essential gameplay tips.

    Saving Game save and checkpoint identifiers could be merged into an improved animation or better - removed completely.

    Objective Locators

    Novice players did not recognize purpose and were confusing this arrow with the incoming enemy arrow.

    Adding a tooltip or tutorial point for Objective UI elements would help.

    Currently both Objective locators and incoming enemy arrows are introduced during a stressful field run scenario. The confusion and panic meant novices did not pick up on any of the control or UI hints.

    Gameplay Control Tips

    Appear just prior to requiring the controls. Users often panic and do not see it.

    Incoming Enemy Arrow

    As with Objective locators, novices require some preparation/instruction as to their use.

    Primary Map HUD

    Requires overhaul, or delayed / staggered visibility until its components can be illustrated to players.

    Neither Expert or Novice players looked at it during gameplay yet it was visible the most of all elements.

    None of the novices could identify its components or their usefulness and the objective locator was redundant considering the objective arrows and diamond already often on screen.

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  • Element Recommendation

    Full Screen Tutorial

    Identify user experience (not merely difficulty level) at onset of game to benefit novices and prevent frustrating immersion-breaks for experts.

    (LB) Button Menu

    Mid-Screen

    Beautiful but novices found it overwhelming. Hide components until first usable in game.

    (LB) Button Menu

    Bottom-Left

    Confusing for most players who were unable to identify icons.

    Hide until usable and seriously consider better iconography.

    Unite with centre item ring (peripheral ring).

    (LB) Button Menu

    Bottom-Right

    Hide components until first usable in game.

    Unite with centre item ring (peripheral ring).

    XP Gained Hide until explained or useful part of gameplay.

    Consider merging XP bar with another element in the UI.

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  • LESSONS LEARNED AND FUTURE

    LESSONS LEARNED

    Study Focus

    As a learning campaign, the mix of a generalized survey, persona analysis, and technical user tracking proved beneficial to understanding the foundations for demographic and product study.

    Follow-up studies will benefit from a focused problem and scope of analysis where exercises like surveys can be targeted to particular audiences and technical analysis can be planned around standardized scenarios and criteria with controlled environments and enough participants for statistically significant results.

    POTENTIAL FOLLOW-UP STUDIES

    Demographic Analysis

    A closer investigation of specific subsets of the Action / Adventure promoter group (11+ hours of gameplay) to better understand positive game mechanics, desirable environments, and what types of UI / Gameplay consistencies define the genre (and how they are maturing).

    Eye-Tracking Analysis - User On-boarding

    Observing novices to determine when they utilize instructional UI elements, how they react to them, and at what point do they master mechanics and ignore them. This would help flatten learning curves while also recognizing when elements can be hidden from players to improve expert experiences as well.

    Eye-Tracking Analysis - Environment Planning

    Utilize eye tracking software to understand how players decode environmental queues and navigate through open environments like that in FarCry 4. Linear gameplay can easily be curated, but open world environments can be frustrating (where do I go?), overwhelming (where do I go first?), and even boring (no

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  • incentive to make an immediate decision). It would allow a better understanding on how to keep player interest, develop secret areas, and promote focused movement throughout these wide spaces.

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  • APPENDICES

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  • APPENDIX A: SURVEY QUESTIONNAIRE

    Age Gender

    18-22 Male

    23-27 Female

    28-32 Prefer not to Answer

    33-37

    38+

    Education Annual Earnings

    High School Up to $20,000

    Undergraduate $20,000 to $45,000

    Graduate $45,000 to $65,000

    Post-Graduate $65,000 to $80,000

    Not Applicable Above $80,000

    Prefer not to disclose

    Gaming Overview

    What gaming technology do you own?

    Hours per week playing video games

    Mobile 0 - 2

    Gaming Computer 3 - 6

    Console 7 - 10

    Handheld Gaming 11 - 14

    Not Applicable 15+

    I do not play video games

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  • Gaming Overview

    I find Shooter Games Exciting I find action / adventure games enjoyable

    1 (Strongly Agree) 1 (Strongly Agree)

    2 - 4 2 - 4

    5 (Strongly Disagree) 5 (Strongly Disagree)

    I find role playing games boring I get confused playing strategy games

    1 (Strongly Agree) 1 (Strongly Agree)

    2 - 4 2 - 4

    5 (Strongly Disagree) 5 (Strongly Disagree)

    I find playing puzzle games pointless

    I find simulation games complicated

    1 (Strongly Agree) 1 (Strongly Agree)

    2 - 4 2 - 4

    5 (Strongly Disagree) 5 (Strongly Disagree)

    I have a great time playing sports games

    I get bored playing trivia and board games

    1 (Strongly Agree) 1 (Strongly Agree)

    2 - 4 2 - 4

    5 (Strongly Disagree) 5 (Strongly Disagree)

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  • Motivation

    Select your primary motivation for playing video games

    Story

    Immersion

    Social Aspects

    Competition

    Graphics

    Music

    Completion / Achievements

    Other

    Motivation: Story Motivation: Immersion

    Story is my main motivation for playing video games because of:

    Immersion is my main motivation for playing video games because:

    the length of story immersive games have good game play, graphics, story, etc

    the plot the escape from reality

    the characters feeling like I am in the game

    the themes and settings I enjoy role playing

    the inspiration it provides Other

    Other

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  • Motivation: Social

    The social aspect that motivates me to play video games is:

    playing with existing friends or family

    sharing achievements and accomplishments with others

    meeting new gamers playing as part of a team (game only friends).

    keeping in touch with people Other

    Follow Up Questions

    I generally play games on this difficulty:

    How many players in a game at once do you feel is best?

    Easy / Casual 1 - 5 players

    Normal / Default 6 - 10 players

    Hard / Extreme / Hardcore 11 - 15 players

    16 - 20 players

    20+ players

    What do you care about most when competing?

    What kind of competition do you prefer?

    High Score Competition for limited resources

    Equipment and Weapons Coop against common enemy

    Experience gained Player vs Player

    Showing your skills Competition for score / experience

    Other

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    Do you prefer cooperating with other players or fighting against others?

    Do you care about ranking?

    Cooperation Yes

    Player vs player No

    Motivation: Graphics

    My motivation for gaming is graphics because:

    I like playing in the highest quality visuals

    I like high fidelity effects

    I appreciate clean presentation the immersion great visuals can provide

    Other

    Motivation: Music

    When playing video games, music is important because:

    I want to listen to music I like while I play

    I want to hear the latest music

    I want to feel immersed in the game

    I want to feel relaxed while playing the game

    It helps me feel energized I want to listen to the same music my friends or other players listen to

    It helps me focus on the game Other

  • Motivation: Achievements

    My motivation for playing games is Achievements / Completion because:

    I like the feeling of completion or achievement

    I want to outdo my personal best

    Having a goal helps me stay focused

    I like competing with my friends, peers, and family

    I like to compete with the best gamers

    Other

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  • APPENDIX B: SURVEY GENRE BOX PLOT BY HOUR GROUPS

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  • APPENDIX C: SURVEY GENRE ANALYSIS DATA

    SHOOTER GENRE PROMOTERS - PRIMARY MOTIVATION FOR PLAYING

    Story Motivation Breakdown

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  • Social Motivation Breakdown

    Immersion Motivation Breakdown

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  • ADVENTURE GENRE PROMOTERS - PRIMARY MOTIVATION FOR PLAYING

    Immersion Motivation Breakdown

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  • Story Motivation Breakdown

    Social Motivation Breakdown

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  • APPENDIX D: UI ELEMENT ANALYSIS DATA

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  • ID Image Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    Recommendations

    A Chapter / Scene Title Identifies chapter in game Center Fade-in / out Elevation Only occurs once in

    the gameplay coverage

    - -

    1 Checkpoint Notifies that this position in space / time / story is now set as the fall-back state.

    Top Right Corner Flash (2)

    3 Simple message, consistently appears.

    3 Only appears when checkpoint reached. Non-intrusive.

    Saving and checkpoint identifiers could be merged into an improved animation or better - removed completely.

    2 Current objective Identifies current to-do for player.

    Top Left Corner Sphere burst (2) Symbol corresponds

    to in game HUD symbol that dynamically identifies physical location to move towards

    1 Second half this appears to stick for much of the scene. First half it dissapears and comes back.

    Shared space with gameplay tips.

    1 Your objective is mixed in the same viewspace as gameplay tips. Theres a lack of consistency in level of importance for this area of the screen (sometimes I look and its useful, others not).

    Make objective updates appear in top middle instead of sharing top left with non-essential gameplay tips.

    3 Interaction Object Can be opened / picked up / etc

    Object shines as you move near it.

    3 Interactive objects all have this effect.

    Essential vs Optional interactions are not differentiated - but doing so could negatively affect gameplay (too easy).

    3 Again, all interactive objects share this noticeable affect. Although its not blatantly obvious, creating anything more conspicuous might ruin the placement of secret items and in turn negatively impact gameplay.

    ID Image

  • 4 Action available popup (interaction)

    On approach of interaction object, a pop-up appears identifying (X) button to interact

    Center of Screen Pop-up

    3 It appears most button specific interactions share this pop-up.

    Prolonged press actions share the same styling and effects while single click share a separate style.

    3 Impossible to miss. These appear direct centre of screen and are easy to follow.

    These are great.

    Wonder if they still appear late in game?

    5 Action available popup (heal) When damage taken will pop up to advise on healing yourself

    Center of Screen Pop-up

    6 Saving Indicates when the game is saving content.

    Top Right Corner Pulse

    1 Symbol meant nothing to me. No similarity to other traditional save icons.

    1 This randomly pops up in the top right, no players looked at it, and it doesn't seem to hold any real benefit for a player.

    Remove altogether. Why would a player care if they already know the game is regularly saving?

    Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    RecommendationsID Image

  • 7 Right Arrow Indicates objective in the physical world is to the right.

    Mid-Right side of screen

    Ease-in and out back and forth

    2 Consistent color with the objective locator.

    2 Novice players dont know what this is at first. They also dont know what differentiates it from the white danger arrows that also appear at the same time in the game.

    This is great. Its unobtrusive, centrally focused, and useful.

    ISSUEThe novice users didn't seem to know what it was for at first. They dont know what this is vs the danger arrows.

    BOTH appear at the same time in a VERY stressful point in the games first scene. With the chaos, novices shouldn't suddenly be presented every UI element without explanation.

    8 Objective locator Indicates position of objective in physical world (within viewport)

    In front of objective as long as objective is within viewport

    Initial Sphere Burst (2)

    3 Bright color, conspicuous.

    2 Novice players dont know what this is.

    ISSUEThe novice users didn't seem to know what it was for at first.

    Appears at the same time as other UI in a VERY stressful point in the games first scene. With the chaos, novices shouldn't suddenly be presented every UI element without explanation.

    9 Gameplay tip Pop-up to identify useful gameplay control for current situation

    Top Left Fade in / out

    2 Appear as needed to indicate useful controls.

    Share space with important objective updates.

    1 Novice players don't notice these. Experts ignore it.

    They often appear right when needed under stressful situations. Novices might benefit from more foresight on this, or greater emphasis.

    By sharing the same screenspace as objective updates, may cause experts to ignore objectives (negative).

    Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    RecommendationsID Image

  • 10 Nearby enemy and Detection Level

    Identifies location of incoming danger

    White fills based on whether you have been detected (?)

    Mid-Right side of screen

    Follows wide angle diameter of invisible circle - pointing at source of danger.

    RED when damage taken

    2 2 Placement is great. Very useful element.

    ISSUEWithout description of usage for novices however their benefit is lost. What are these for, what makes them different than yellow objective arrows, etc.

    11 Ammunition Identifies available ammunition Bottom-right Fade-in / out Only when using

    weapon

    3 3 No players looked at this, but none needed to.

    It only appears when weapon ready (positive)

    None.

    12 Weapon Crosshairs Identifies point of attack for player

    Center of Screen Widens if spread of

    ammunition is greater, shrinks if accurate weapon

    Only when using weapon

    3 3 Like how the breadth expanded for wider spread ammunition / weapons.

    13 Primary HUD +:^:Distance to ObjectiveDirection FacingNorth

    Bottom-left of screen

    Semi-transparent

    1 What is +?What does the elevation mean?What is the bar on the bottom?

    1 No players looked at this but it was visible all the time.

    Until there is an actual use for this, I have to question why it would be introduced at all. Especially without introduction.

    Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    RecommendationsID Image

  • 14 1 2 Extremely useful for novices. However apparently extremely annoying for experts.

    Instead of breaking out gameplay options into easy, normal, hard, maybe new player, normal, hard or allow to flag if new player for more tooltips like this.

    Does anyone play easy?

    14 Mini-Tutorial Three screenshots with gameplay tutorials below.

    Center of Screen Stops gameplay Demands focus Requires input to

    exit

    15 (LB) Button menu List of weapons and items with quantities.

    Use with RB.

    2 Not immediately familiar, but a great element and familiar iconography.

    3 On demand. Hide parts until introduced in game.

    16 (LB) Button menu Mine InventoryMercenariesCamera OptionsRock Throw

    1 Not immediately familiar. Confusing icons.

    1 + On demand with LB Menu.

    - Lost in the corner

    Better icons. Maybe mid left placement (outer ring?)

    Hide until introduced in game.

    Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    RecommendationsID Image

  • 17 (LB) Button menu Fire Arrow InventoryExplosive Arrow Inventory

    1 Why does this have buttons but other items dont?

    2 Unfamiliar icons for novices.

    Hide until part of gameplay.

    18 XP Gained 1 Does the circle represent XP till next level?

    Does takedown vs other actions have specific levels?

    Unfamiliar use for novices.

    1 No players looked at this. Placed on left of screen - any reason?

    Hide until explained or useful part of gameplay.

    Integrate with world perhaps? or have filling XP bar only, integrated with another UI element.

    Name Description Attributes Consistency(1 Low - 3 High

    Score)

    Visibility(1 Low - 3 High

    Score)

    RecommendationsID Image

  • APPENDIX E: GAMEPLAY UI EYE-FOCUS DATA

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  • KeyPoint UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    Notes

    A TRUE 9:00 TRUE 10:15 TRUE 0:03

    1 FALSE 9:00 FALSE 10:15

    3 FALSE 9:07 ChestDoes not notice or disregards this area.

    2 FALSE 9:08 FALSE 10:20

    3 FALSE 9:17 LetterDoes not notice or disregards this area.

    TRUE 10:27 Letter TRUE 0:45

    4 FALSE 10:27 Press XUses but does not focus

    TRUE 0:45 LETTERLooks at controller. Follows direction.

    4 TRUE 0:54 LETTERClicks Cancel

    TRUE 0:56 DRAWER

    3 TRUE 20:38 Letter 2

    KeyPoint

  • 4 FALSE 10:27 Press XUses but does not focus

    TRUE 1:18

    4 FALSE 9:20 X to open DoorDoes action, but does not focus.

    FALSE 10:44 X to open DoorDoes action, but does not focus.

    6 FALSE 9:24 SaveDoes not notice

    FALSE 10:46 SaveDoes not notice

    FALSE 1:25

    15 TRUE 9:50 Checks to see if he has items to affect scene

    4 TRUE 10:00 X to open Door FALSE 10:58 X to open Door

    TRUE 1:50

    1 FALSE 11:00 FALSE 2:51

    2 FALSE 11:01 New Objective FALSE 2:518 TRUE 11:03 Objective in Sight

    Focus area around this point

    FALSE 11:58 TRUE 2:56

    9 FALSE 11:59 Press LS to Run

    UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    NotesKeyPoint

  • 1 FALSE 11:59 Checkpoint

    10 FALSE 11:07 Does not appear to focus on danger notifications. However is likely peripherally acknowledged.

    FALSE 03:06 Panic towards objective does not focus on specific white arrows

    8 TRUE 12:04 Objective Diamond

    4 TRUE 11:12 Hold X to Enter CarNot only focuses, but audibly reads aloud.

    FALSE 12:10 TRUE 03:07

    2 FALSE 11:15 Escape the truck4 TRUE 11:18 Hold Y to Heal

    Visual and Audible focus

    9 FALSE 11:30 Default Controls (Gun)

    FALSE 12:29 TRUE 03:26 Repeatedly looksAudibly resays

    11 FALSE 12:30 Ammunition

    UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    NotesKeyPoint

  • 15 TRUE 11:31 Checks for gun / ammo

    4 TRUE 11:38 RELOAD FALSE 12:55 RELOADIs reloading, but no focus.

    FALSE 03:35 Reloads but does not focus

    2x4 TRUE 12:11 Hold Y to Heal

    Visual focusDoes action

    10 TRUE 12:17 Incoming Dangerfocuses on direction of danger arrows due to audible cues

    6 FALSE 13:28 Save FALSE 04:28

    1 FALSE 13:22 Checkpoint FALSE 14:17

    FALSE 14:18 Hold Y to Heal

    2 FALSE 13:22 New Objective FALSE 14:20 TRUE 05:1815 TRUE 14:26 Checks

    inventory

    7 TRUE 14:29 Focus on Objective Arrow

    UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    NotesKeyPoint

  • 14 FALSE 13:32 Stealth FundamentalsClicked through immediately. Audible dismissal.

    FALSE 14:32 Stealth FundamentalsClicked through immediately. Audible dismissal.

    TRUE 05:36 Fully reads

    9 FALSE 15:00 Rock instructions

    TRUE 08:55 Already started doing it prior

    10 TRUE 13:35 Checks for position of enemies

    5 TRUE 09:16 Hold Y to Heal18 FALSE 13:46 TAKEDOWN FALSE 15:07 TAKEDOW

    N4 FALSE 15:10 Pick up gun

    Picks it up but doesn't focus

    9 FALSE 13:46 Swimming instructions

    FALSE 15:11

    2 FALSE 14:08 Checkpoint update

    1 FALSE 14:09 Checkpoint reached

    UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    NotesKeyPoint

  • 14 FALSE 14:48 BaitClicked through immediately. Audible dismissal.

    UI ID

    P7 - Focus?

    P7 - Time Stamp

    Notes P6 - Focus?

    P6- Time Stamp

    Notes P2 - Focus?

    P2 - Time Stamp

    NotesKeyPoint

    NOTABLE OBSERVATIONS

    UI ID P7 - Focus?

    P7 - Time Stamp

    Notes P? - Focus?

    P? - Time Stamp

    13 FALSE - Primary HUDAlthough this view was visible for most of the gameplay, P7 did not focus on this area once.

    Could not be useful at this point in the game (linear storyline and map for intro).