behind the scenes of the use experience of unity

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Luca Giurdanella Nikoline Høgh BEHIND THE SCENES OF THE USER EXPERIENCE OF UNITY

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Page 1: Behind the Scenes of the Use Experience of Unity

Luca Giurdanella

Nikoline Høgh

BEHIND THE SCENES OF THE USER EXPERIENCE OF UNITY

Page 2: Behind the Scenes of the Use Experience of Unity

UX TEAM

Page 3: Behind the Scenes of the Use Experience of Unity
Page 4: Behind the Scenes of the Use Experience of Unity

WHAT ISUSER

EXPERIENCE

Page 5: Behind the Scenes of the Use Experience of Unity

INFORMATION ARCHITECTURE

Emotions

Usability

Learnability

Discoverability

Aesthetics

Interactions

Page 6: Behind the Scenes of the Use Experience of Unity

PROCESS

Page 7: Behind the Scenes of the Use Experience of Unity
Page 8: Behind the Scenes of the Use Experience of Unity

ITERATIVE PROCESS

RESEARCH

DESIGN

DEVELOP

TEST

Page 9: Behind the Scenes of the Use Experience of Unity

KNOWINGOUR

USERS

Page 10: Behind the Scenes of the Use Experience of Unity

Interviewing users about their work and life.

Goals, motivation, personality, pain points.

USER INTERVIEWS

Page 11: Behind the Scenes of the Use Experience of Unity

HOW CAN WE UNDERSTAND AND COMMUNICATE ALL OF THIS DATA?

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• A fictional person but based on actual users

• One persona represents many users

PERSONAS

Analysing and grouping based on motivation, professional role and studio size

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• Prioritize right - what do our users need?

• Understand different kinds of users

• All types of users should feel at home in Unity

GOALS

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PATTERNS OF PLAY: PLAY-PERSONAS IN USER-CENTRED GAME DEVELOPMENTby Alessandro Canossa

PERSONAS IN GAME DESIGN

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CONTEXTUALINQUIRY

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Observing game professionals working on their game, doing level design, scripting, sound design etc..

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• How do users work?

• How do they use a feature?

• Which problems are they having?

• What is their understanding of the feature?

Page 21: Behind the Scenes of the Use Experience of Unity

ROLESUSER

Page 22: Behind the Scenes of the Use Experience of Unity

As a 2D artist, I want to quickly

decorate the level according to the artistic

vision of the game

I create 2D art based on my concept art. I work in Photoshop and import

the sprites to Unity.

As a 2D level designer, I want to quickly create a 2D level, which I can

modify and tweak.

First, I sketch the level layout, then I create it. I

tweak and refine to create the right level

design.

Page 23: Behind the Scenes of the Use Experience of Unity

FEATURERESEARCH

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2DLEVEL CREATION FEATURE

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INTERNAL EVALUATION

• What is this feature?

• What are the main issues of this feature?

• Who is going to use this feature?

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YOU ARE NOT THE USER

(No, really.)

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USER TESTING

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THINK ALOUD TESTS

Observe the user solving tasks.

Thinking out loud:

“I’m looking for a button to click but I only see text.”

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• The angle ranges are complicated to set up

• It’s difficult to change points from curve to linear

USABILITY ISSUES

OTHER ISSUES

• No snapping

Page 31: Behind the Scenes of the Use Experience of Unity

DOS

• Listen

• Ask questions:

“Why do you think it is that way?”

“How would you expect it to be?”

• Be patient

• Say: “We’re testing the system, not you.”

Page 32: Behind the Scenes of the Use Experience of Unity

DON’TS

• Don’t invite your mom or friend to test

• Ask leading questions: “Is it good?”

• Help too much

• Create an unsolvable task

• Judge

Page 33: Behind the Scenes of the Use Experience of Unity

DESIGNING2D

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PRINCIPLESDESIGN

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USER CONTROL

UNITY BEGINNER UNITY EXPERT

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USER CONTROL

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USER CONTROL

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CONSISTENCY

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USERSTORY

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2DLEVEL CREATION FEATURE

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PROTOTYPING

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WHAT’S NEXT?

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2D WORK ENVIRONMENT?

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UNITY 2D

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AND YOU!

Page 48: Behind the Scenes of the Use Experience of Unity

TRY THE 2D FEATURES

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SIGN UP FOR USER TESTING!

unity3d.com/user-research