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GAMING STUDY

Demographic and Interface Analysis of Far Cry 4

Jeremy Walker
Cognitive Dimensions
August 11, 2015

Survey

Survey Demographics

Analysis Criteria and Exclusions

Survey Findings

Personas

Joe

Steve

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

Cognitive Dimensions

17

Jeremy Walker

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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
399
400

300

205

Male

200

82

100

Female

18 to 22

23 - 27

15

28 - 32

38
33 - 37

26
38 +

Respondents by Hours of Gaming Per-Week


333

400

300

208
138

200

100

17

4
0

0 to 2h

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84
3 to 6h

7 to 10h

Jeremy Walker

11 to 14h

Over 15h

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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

Promoter
(Score 1 to 2)

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Detractors
(Score 3 to 5)

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

Joe Walton
Self-Employed

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.

AGE

GENDER

FAVORITE GAME ATTRIBUTES

36

Male

Escapism, Complex Storyline, Exploration,


Challenging.

RELATIONSHIP

EDUCATION

Partnered

Masters

WORK EXPERIENCE

PREVIOUS FAVORITE GAMES

Healthcare and Pharmaceutical


research and marketing

Zelda (Adventure), Mario Bros (Platform),


Diablo III (Dungeon Crawler), Just Dance
(Dancing / Party)

Physiotherapy
AVAILABLE TECHNOLOGY

AVAILABLE FREE TIME

Average hours used per day

Average hours per day

5 Hr

Always on person (8hr+)

5 Hr
2

4 Hr
1 Hr

9 Hr

Work Hours
Busy
Free
Television
Sleep


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

STEVE WALKER

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.

Student
AGE

GENDER

FAVORITE GAME ATTRIBUTES

23

Male

Storyline, Exploration, Customizable


characters (stats, equipment, etc).

RELATIONSHIP

EDUCATION

Single

Undergrad

WORK EXPERIENCE

PREVIOUS FAVORITE GAMES

Warehousing and Logistics

Last of Us (Action / Adventure), Dark Souls


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

AVAILABLE TECHNOLOGY

AVAILABLE FREE TIME

Average hours used per day

Average hours per day

5 Hr

Always on person (8hr+)


4 - 6 Hr

6 Hr

4 Hr
2 Hr

3 Hr

7 Hr

Work Hours
Busy
Free
Music Practice
Sleep

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 nonessential 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
Appear just prior to requiring the controls. Users often panic and do
Control Tips 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

Beautiful but novices found it overwhelming. Hide components until


first usable in game.

Mid-Screen

(LB) Button
Menu

Confusing for most players who were unable to identify icons.


Hide until usable and seriously consider better iconography.

Bottom-Left
Unite with centre item ring (peripheral ring).
(LB) Button
Menu

Hide components until first usable in game.


Unite with centre item ring (peripheral ring).

BottomRight
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

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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

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

Recommendations

Chapter / Scene Title

Identifies chapter in game

Checkpoint

Notifies that this position in


space / time / story is now set
as the fall-back state.

Top Right Corner


Flash (2)

Simple message,
consistently appears.

Only appears when


checkpoint reached. Nonintrusive.

Saving and checkpoint identifiers


could be merged into an improved
animation or better - removed
completely.

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

Second half this


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

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.

Object shines as
you move near it.

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.

Interaction Object

Can be opened / picked up /


etc

Center
Fade-in / out
Elevation
Only occurs once in
the gameplay
coverage

Consistency

Shared space with


gameplay tips.
Interactive objects all
have this effect.
Essential vs Optional
interactions are not
differentiated - but
doing so could
negatively affect
gameplay (too easy).

ID

Image

Name

Action available popup


(interaction)

Description

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

Attributes

Center of Screen
Pop-up

Consistency

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

It appears most button


specific interactions
share this pop-up.

Recommendations

Impossible to miss. These


appear direct centre of
screen and are easy to
follow.

These are great.

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?

Wonder if they still appear late in


game?

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

Action available popup (heal)

When damage taken will pop


up to advise on healing
yourself

Center of Screen
Pop-up

Saving

Indicates when the game is


saving content.

Top Right Corner


Pulse

Symbol meant nothing


to me. No similarity to
other traditional save
icons.

ID

Image

Name

Right Arrow

Description

Indicates objective in the


physical world is to the right.

Attributes

Mid-Right side of
screen
Ease-in and out
back and forth

Consistency

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

Consistent color with


the objective locator.

Recommendations

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.
ISSUE
The 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.

Objective locator

Gameplay tip

Indicates position of objective


in physical world (within
viewport)

Pop-up to identify useful


gameplay control for current
situation

In front of objective
as long as objective
is within viewport
Initial Sphere Burst
(2)

Top Left
Fade in / out

Bright color,
conspicuous.

Novice players dont know


what this is.

ISSUE
The 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.

Appear as needed to
indicate useful
controls.
Share space with
important objective
updates.

Novice players don't notice They often appear right when needed
these. Experts ignore it.
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).

ID

10

Image

Name

Nearby enemy and Detection


Level

Description

Identifies location of incoming


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

11

Ammunition

Attributes

Mid-Right side of
screen
Follows wide angle
diameter of invisible
circle - pointing at
source of danger.
RED when damage
taken

Consistency

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

Recommendations

Placement is great. Very useful


element.
ISSUE
Without description of usage for
novices however their benefit is lost.
What are these for, what makes them
different than yellow objective arrows,
etc.

Identifies available ammunition Bottom-right


Fade-in / out
Only when using
weapon

No players looked at this,


but none needed to.

None.

It only appears when


weapon ready (positive)

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

13

Primary HUD

+:
^:
Distance to Objective
Direction Facing
North

Bottom-left of
screen
Semi-transparent

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

Like how the breadth


expanded for wider spread
ammunition / weapons.

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.

ID

Image

Name

Description

Attributes

14

Consistency

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

Recommendations

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.

15

(LB) Button menu

List of weapons and items with


quantities.

Center of Screen
Stops gameplay
Demands focus
Requires input to
exit

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

On demand.

Hide parts until introduced in game.

Not immediately
familiar. Confusing
icons.

+ On demand with LB
Menu.

Better icons. Maybe mid left


placement (outer ring?)

- Lost in the corner

Hide until introduced in game.

Use with RB.

16

(LB) Button menu

Mine Inventory
Mercenaries
Camera Options
Rock Throw

ID

Image

Name

17

(LB) Button menu

18

XP Gained

Description

Fire Arrow Inventory


Explosive Arrow Inventory

Attributes

Consistency

Visibility

(1 Low - 3 High
Score)

(1 Low - 3 High
Score)

Recommendations

Why does this have


buttons but other items
dont?

Unfamiliar icons for


novices.

Hide until part of gameplay.

Does the circle


represent XP till next
level?

No players looked at this.


Placed on left of screen any reason?

Hide until explained or useful part of


gameplay.

Does takedown vs
other actions have
specific levels?
Unfamiliar use for
novices.

Integrate with world perhaps? or


have filling XP bar only, integrated
with another UI element.

APPENDIX E: GAMEPLAY UI EYE-FOCUS DATA

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KeyPoint

UI
ID

P7 Focus?

P7 Notes
Time
Stamp

P6 Focus?

P6- Time Notes


Stamp

P2 Focus?

P2 Time
Stamp

TRUE

9:00

TRUE

10:15

TRUE

0:03

1 FALSE

9:00

FALSE

10:15

3 FALSE

9:07

2 FALSE

9:08

FALSE

10:20

3 FALSE

9:17

TRUE

10:27

Letter

TRUE

0:45

FALSE

10:27

Press X
Uses but
does not
focus

TRUE

0:45

LETTER
Looks at controller.
Follows direction.

TRUE

0:54

LETTER
Clicks Cancel

TRUE

0:56

DRAWER

Chest
Does not notice or
disregards this
area.

Letter
Does not notice or
disregards this
area.

Notes

TRUE

20:38

Letter 2

KeyPoint

UI
ID

P7 Focus?

P7 Notes
Time
Stamp

P6 Focus?

P6- Time Notes


Stamp

P2 Focus?

P2 Time
Stamp

FALSE

10:27

Press X
Uses but
does not
focus

TRUE

1:18

4 FALSE

9:20

X to open Door
Does action, but
does not focus.

FALSE

10:44

X to open
Door
Does action,
but does not
focus.

6 FALSE

9:24

Save
Does not notice

FALSE

10:46

Save
Does 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

2:51

8 TRUE

11:03

Objective in Sight
Focus area around
this point

TRUE

2:56

FALSE

11:58

FALSE

11:59

Press LS to
Run

Notes

KeyPoint

UI
ID

P7 Focus?

P7 Notes
Time
Stamp

10 FALSE

11:07

P6- Time Notes


Stamp

FALSE

11:59

4 TRUE

11:12

Hold X to Enter
Car
Not only focuses,
but audibly reads
aloud.

2 FALSE

11:15

Escape the truck

4 TRUE

11:18

Hold Y to Heal
Visual and Audible
focus

9 FALSE

11:30

Default Controls
(Gun)

P2 Focus?

P2 Time
Stamp

Notes

FALSE

03:06

Panic towards
objective does not
focus on specific
white arrows

Checkpoint

Does not appear to


focus on danger
notifications.
However is likely
peripherally
acknowledged.

11

P6 Focus?

TRUE

12:04

Objective
Diamond

FALSE

12:10

TRUE

03:07

FALSE

12:29

TRUE

03:26

FALSE

12:30

Ammunitio
n

Repeatedly looks
Audibly resays

KeyPoint

UI
ID

P7 Focus?

P7 Notes
Time
Stamp

15 TRUE

11:31

Checks for gun /


ammo

4 TRUE

11:38

RELOAD

P6 Focus?

P6- Time Notes


Stamp

FALSE

12:55

P2 Focus?

RELOAD
FALSE
Is reloading,
but no focus.

P2 Time
Stamp

Notes

03:35

Reloads but does


not focus
2x

4 TRUE

12:11

Hold Y to Heal
Visual focus
Does action

10 TRUE

12:17

Incoming Danger
focuses on direction
of danger arrows
due to audible cues

FALSE

13:28

FALSE

14:17

FALSE

14:18

FALSE

14:20

15

TRUE

14:26

Checks
inventory

TRUE

14:29

Focus on
Objective
Arrow

1 FALSE

2 FALSE

13:22

13:22

Checkpoint

New Objective

Save

FALSE

04:28

TRUE

05:18

Hold Y to
Heal

KeyPoint

UI
ID

P7 Focus?

14 FALSE

P7 Notes
Time
Stamp

P6 Focus?

P6- Time Notes


Stamp

P2 Focus?

P2 Time
Stamp

Notes

13:32

FALSE

14:32

Stealth
Fundament
als
Clicked
through
immediately.
Audible
dismissal.

TRUE

05:36

Fully reads

FALSE

15:00

Rock
instructions

TRUE

08:55

Already started
doing it prior

TRUE

09:16

Hold Y to Heal

Stealth
Fundamentals
Clicked through
immediately.
Audible dismissal.

9
10 TRUE

13:35

Checks for
position of
enemies

5
18 FALSE

13:46

TAKEDOWN

9 FALSE

13:46

Swimming
instructions

2 FALSE

14:08

Checkpoint update

1 FALSE

14:09

Checkpoint reached

FALSE

15:07

TAKEDOW
N

FALSE

15:10

Pick up gun
Picks it up
but doesn't
focus

FALSE

15:11

KeyPoint

UI
ID

P7 Focus?

14 FALSE

NOTABLE
OBSERVATIONS

UI ID

P7 Notes
Time
Stamp
14:48

P6 Focus?

P6- Time Notes


Stamp

P2 Focus?

Bait
Clicked through
immediately.
Audible dismissal.

P7 Focus?

13 FALSE

P7 Time
Stamp

Notes

Primary HUD
Although 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).

P? Focus?

P? Time
Stamp

P2 Time
Stamp

Notes

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