Monday, November 29, 2010

Similar controls/ Simultaneous functions matrix

Skype meeting Wed/Thu

Thursday at 9 am (Finland)
Wednesday at 11 pm (Stanford)

Stanford Brochure





ME310 FALL CFP/ CEP REVIEW

Aalto TT comments:

What did the team learn?

* How accurate the different controllers are.
* Whit PC gaming is not for fun

* XBox remote controller was really inaccurate but the XBox version more popular than the PC version


Is it clear why the team picked what they did for their CFP/ CEP investigation? Explain respectively.
* Thy wanted to study how to perform the aiming function + the difference between different controllers.

* Aiming is the most important function
* PC / Console makes a difference


Recommendations for what the team should focus on next and advice or further comments for the team:
* Be aware and study different modes that the gamers have

* What's next after aiming? Think about this

I WISH...
* You will keep the big picture in your mind in the future as well

* You would brainstorm more even if you have a good idea, it helps to ideate. This will keep things fresh

* You look into more unusual stuff - what are the "weirdos" of the industry


I LIKE...
* The data and how you presented it. Very well organized! Good job!

* Great prototypes! Solid job

* Your set. Pictures, visuals, measurements
* Space / environment set


Grade 4,5

Friday, November 26, 2010

Fall Documentation Road Map

We have a plan for the documentation in Egnyte in the folder Fall Documentation. If we all follow the same rules when writing our texts, the process will be very much easier. So read through the plan (Fall Documentation Road Map.docx), tell us your opinions. Of course it can still be changed and improved.

The idea is to use Word, because it's easy.

Thursday, November 25, 2010

PC gamers thrash console gamers

A piece of news (from last summer) about Microsoft cancelling a cross-platform project because keyboard+mouse gamers were kicking console ass ver very hard. Followed by a very intersting discussion about the advantages and disadvantages of both setups.

http://www.techspot.com/news/39738-microsoft-killed-crossplatform-project-because-pc-gamers-wrecked-console-gamers.html

"
I have every game system out there. I have a pretty spec'd out pc.
I'd rather play with a controller than a keyboard and mouse.
For me it's about comfort.
Pc gaming is like Mr. Sulu on the helm. Console is like Capt Kirk chilling.
I could lounge on my sofa chair for hours.
Sitting up right in my nice leather padded office chair...not so much.
No monitor can beat my 46in Sony TV. 23in vs 46in?
"
Congrats for the great feedback on your CEP/CFP !

Stanford's CFP+CEP feedback from Stanford

I share this here so its easier to be found.

lähettäjäLarry Leifer <leifer@cdr.stanford.edu>
vastaanottaja310-activision-global@lists.stanford.edu
kopio310-su-teachingteam <310-su-teachingteam@mailman.stanford.edu>
date (päiväys)24. marraskuuta 2010 2.16
aihe[310-activision-global] Activision: CFP+CEP feedback from Stanford Thursday.18.Nov SGM Reviews
postituslista<310-activision-global.lists.stanford.edu> Suodata tämän postituslistan viestit
lähettänytmailman.stanford.edu
peruuta tilausPeruuta tämän postituslistan tilaus
piilota yksityiskohdat 24. marraskuuta (2 päivää sitten)

Activision (Stanford-Aalto)
We are sharing globally.
Stanford students on on Thanksgiving Break this week!
Comments are a mix from various TTeam members.
It will probably read like a committee report ;-)
Please share with the global TTeam.

Checklist:
  • guided by user and expert interviews?   Yes, good job with the user testing. Might be interesting to talk to game designers and people who design controls of other input devices - they might share some interesting insights.
  • guided by benchmarking insights? Yes. Many controllers were bought and some of the best merits of each was amalgamated into their CFP
  • updates to the  persona? Was not explicitly mentioned
  • global contribution in CFP/CEP? Global involvement was not mentioned but I know from talking to them that the globals are playing a strong part in the design direction
  • is it clear why team chose their topic? Yes
  • does team understand what they’ve learned? I think the team got some very good insights that will help ground their future direction.


CEP: Experimented with gesture based control. Biggest learning was that buttons are the preferred mode of input because of speed. While gestures might be more natural, gamers wouldn’t sacrifice that for speed.

CFP: Wanted to study if increasing the number of actions per finger - and engaging more fingers would improve game performance. Also, if haptic feedback and button types can enhance the user experience. The key insights were that more buttons do help, but buttons need to be located in context - eg. jump and crouch buttons should be in the same physical space, probably triggered by the same finger. Haptic feedback is merely a bonus feature - not something gamers are really looking for in controllers

Recommendations: Try to explore the space beyond the controller. How else can the user be engaged while still being able to perform actions faster. Use of legs, gestures, head tracking, eye tracking... directional sound or haptic feedback that can replace visual alerts.. …

We liked the direct engagement in multi-modal action and feedback media.
We wished the team had looked outside the computer/video game context for inspiration.

Consensus Summary score:  4.4

Sum-up of second quarter research results!

We did a reading and post-itting session to sum up learning from interviews, benchmarking, CEP and everything we've done this autumn/winter. The file is uploaded to Egnyte and includes a lot more information. We discovered some sixteen different themes that came up, but in the end the findings were fairly simple. The file is called Research sum-up (long version).rtf.

The most important lesson that we learned is that console gamers and PC gamers are two different groups of people:

PC

Younger

More free time

Gaming alone


Console

Older

More responsibilities

Less time

More money

No time to systematically practice gaming skills

Social gaming



Dream controller qualities - according to users


Fits perfectly to hand

Gives appropriate feedback

More advanced feedback than regular vibration (but haptic)

Opportunity to turn feedback off/on

Actions resemble real life actions (e.g. pulling the trigger)

Opportunity to control with movements (accelerometer based) in wanted (off/on option)


One piece that can be moved freely

Aiming as accurate as possible

No need to move hand/fingers a lot

Tuesday, November 23, 2010

Schedule Before Christmas (Aalto)




Tuesday 23.11

- make pre-christmas schedule
- ideation and prototyping
Wednesday 24.11
- put together material from research so far
- everybody reads and gets to know the material
- discussion and drawing conclusions
Thursday 25.11
- plan the documentation
- share plan with Sickdivision Stanford
Friday 26.11
- ideation and prototyping


Monday 29.11
(Tiia is away)
- "testing" prototypes
- put together material from ideation and prototyping
Tuesday 30.11
- prepare the presentation
Wednesday 1.12
- prepare the presentation
Thursday 2.12
Presentation
Friday 3.12
- work on winter documentation

Monday 6.12
- work on winter documentation
Tuesday 7.12
- work on winter documentation
Wednesday 8.12
- work on winter documentation
Thursday 9.12
Deadline of Winter Documentation


TUUKKA ADDED "AALTO OFFICIAL SCHEDULES"

Howdy ME310ers

Some of you guys were wondering today about the remaining schedule this year so here's a short summary:

Thu Nov 25
Normal SGMs with the same schedule as last week. You can swap slots with other teams if you wish. We will give you feedback on your CFP/CEP reviews last week. Details and schedule on the brochure and the fall final presentation will be explained at LGM. SUDS by SUEZ.
DUE: Detailed results & learnings from CFP/CEP user testing.

Tue Nov 30
Normal lecture: Fall presentations + Brochures + X.

Thu Dec 2
No SGM's. Fall final presentations and brochure (the brochure is a part of the fall presentation). SUDS by UPM.
DUE: Fall presentation + Brochure

Tue Dec 7
Lecture. Fall final checklist for all the teams and documentation Q&A.

Thu Dec 9
Fall final documentation to be handed in. Feedback session for the entire semester for each team. One-on-one interviews. SUDS by Amplitude.
DUE: Fall documentation

From Fri Dec 10 until Mon Jan 3rd Xmas Holiday *<):-)
Lectures begin Jan 4th with brand new stuff, the PaperBot Challenge!

That'll be all for today. Happy prototyping!

-Antti and the TTeam


--
Antti Sonninen
Aalto University/ME310
Tel. +358-40-763-0044

Monday, November 22, 2010

No Skype Today!

Team Stanford is kind of scattered in different places right now during our Thanksgiving break, so we won't be able to skype today.

In general, out CFP/CEP review went over well with the TTeam, but we're still waiting to hear their official feedback.

Our next major task is our final quarter presentation, which will take place on 12/2 (dress rehearsal on 11/30)

Aalto CEP user test

Today we did CEP user test with a person who mainly plays with console.

















As said before we did two different environment: Office and living room. Test person played in both environments with 4 different arrangements. One game session lasted 10 minutes and after that person filled following paper


















After that person was asked following questions:
* Can you imagine to play with this setup at home?
* Which attributes did you liked?
* Which you didn't
* How would you develop the setup?

Test was done in a room where was multiple video cameras and microphones attached on the roof. While test person was playing, we were in the next room watching him. Here are pics of surveillance room.
















In the end test person filled personal information on a paper and we gave him a movie ticket as a paid for a good job.

We have now done this test for two persons and next we have to analyze the data what we get from them.

We have also interviewed three gamers in their home. Last interview was done in last Friday.

Friday, November 19, 2010

gamer interview added to Egnyte

One gamer interview (Asko Koskimäki) is now added Egnyte.

CFP results, individual and sum

CFP & CEP aalto

CFP

Function: Aiming


Why:

aiming/moving are the two main functions

aiming is crucial function to manage in the game

aiming is very different between pc, regular console controller and PSmove/wii/gun controller


Task/setting:

-Simple aiming task: aim and click to blue circle in the screen, when caught, next one appears.

-Task lasts one minute.

-Practice about one minute before


Measure:

How many hits in one minute -> comparison between controllers

Results: see charts


CEP

Experience: Environment


Why:

Family room and Pc on office table are very different environments.

How does the environment matter?

What is it like to change the environment?

What are the meaningful factors in the environment?

How do the different factors affect the experience?


Setting:

-Basic setting in both environments (TV, Xbox, Sofa & Table, chair, pc, screen, keyboard, mouse)

-Key elements (our opinion, assumption based on the information gathered so far) are switched to make 6 more settings (see chart)

-videotaped


Measure:

-Interview

-how did it feel

-what was good

-what was bad

-what would you improve

-would you play like this home

-Geneva emotion wheel


Feedback:

With xbox controller feels more free

-hands are more free

-also when tv is closer head can be moved more?

He would be happy to change mouse to some kind of pointing device

Xbox controller just isn’t for playing first person shooting games

-it’s not accurate enough, “tattis” are terribly inaccurate

-vibration is nice for fun gaming (although it’s niin nähty)

No vibration or anything extra for keyboard and mouse!

-they are for more serious gaming (internet gaming with other ppl)

-all extra things like vibration take the concentration away from the game

Doesn’t like the Xbox controller auto focus, because it feels more like watching a movie (not that involved) - Anti-immersiveness?

We felt that he did really like the table sofa and said that he has not thought about it before.

Between the lines: would never change from keyboard in serious gaming

But: he also said that if xbox controller

-he was more excited with controller, he had more challenging experience with controller, pc was boring/familiar


Notes:

Xbox cd broke, be prepared well :)

Technical problems with audio

The table in sofa was too small -> can something be done so that does not affect the experiment?

Wednesday, November 17, 2010

Stanford User Testing (User 3)

Kendrick, 18, Undecided major (probably engineering)

Gaming Experience: 6 years of CoD (mostly on PC, some PS2/PS3). All types of FPS games (10 years). Plays a lot of other types of games too. Prefers CoD to other FPS because it has faster pace, better points system, more emphasis on skill. Has a different Xbox360 grip where he uses his index finger for A,B,X,Y and middle finger for the triggers.

What would provide good user experience?
- Doing well on your team (getting kills, points, etc)
- Likes storyline of games
- Realism isn't too important to him personally

Improvements to the current controller:
- Hard to aim with the thumbstick
- Very hard to move to the killstreak activation button
- Current sprint button is intuitive, but gets tiring to push down and also control the stick
- A natural way to use more fingers

How do you feel about the prototype controller?
- Shoulder vibration doesn't add much - tuned it out
- Wrist vibration is good - it blends in with the rest of the controller
- Trigger vibration is not noticed much.
- Difficult to use the underside crouch button. Difficult when crouch and jump/stand are spatial far away and operated by different hands
- Suggestion: group similar functions to the same finger.
- A higher trigger button would be more natural
- Liked the palm squeeze sprinting (left spoon)
- Difficult to use the underside X button - had to take finger off the trigger to reach it.
- However, liked the large contact area of the underside X button.

Intuitive Function-to-Control List:
Sprint: Pedal
Jump: Button
Aim: Scroll Wheel
Melee: Bumper
Grenade: Button
Killstreak: Lever
Crouch: Pedal
Switch Weapon: Slider
Reload: Button
Shoot: Trigger

Stanford User Testing (User 2)

User 2: Tom, 22, Mechanical Engineering Grad Student

Gaming Experience: Casual Gamer. Played CoD MW2 on PC. Not much console experience (played with friends but never owned Xbox or PS3). Greatly prefers mouse and keyboard

What would provide good user experience?
- Storyline, completing tasks
- Interested in real experience, but not so real that it becomes a simulation and not a game
- Performance and realism are both important factors (does not prioritize one of them)

Improvements to the current controller:
- Maybe some motion sensors to be used for aiming/movement - then fingers could just be focus one buttons and wrist motion could be focus on movement.
- Prefers the wrist motion of the mouse to the thumb motion of the joystick.

How do you feel about the prototype controller?
- Shoulder vibration is great!
- Wrist vibration is a little bit redundant, not too noticeable.
- Trigger vibration is not noticed too much. Didn't really like feedback there.
- Underside buttons are pretty good once you get used to them.

Intuitive Function-to-Control List:
Sprint: Trigger
Jump: Button
Aim: Trigger
Melee: Bumper
Grenade: Scroll Wheel
Killstreak: Hand Motion
Crouch: Pedal
Switch Weapon: Lever
Reload: Throttle
Shoot: Trigger

Aalto CFP user test

Tuesday, November 16, 2010

User Testing Feedback (User 1)

User1: Koji, 21, 3rd year American Studies student

Gaming Experience: 20-30 hrs/week, 400-500 hrs on CoD MW2 (on PC), has played many FPS games (loves them), main console experience on PS3, prefers mouse and keyboard

What would provide good user experience?
- remember maps and location of players
- do not need to look at controllers
- games with stories are cool
- gun controllers are hard to carry around
- performance is better than realism (more satisfying to kill more than feel more realistic)

Improvements to the current controller?
- Do not want auto-aim (not as realistic)

How do you feel about the prototype controller?
- Likes the rumble motors on the shoulder and wrist (novel and is not annoying)
- Likes the trigger recoil (got use to it)
- Likes sprint spoon, but not melee spoon, reload and crouch; reason is it's easy to move around while holding down sprint spoon, but he's too use to RSB for melee and reload and crouch did not ergonomically fit him (too far of a reach for his fingers)
- Wants killstreak button on the bottom
- Wants rumble packs near his skin, not on clothes
- requires many hours to get use to more buttons
- hardcore users prefer quick-access to buttons (quick performing buttons)
- spoon buttons are not in the way
- Wants buttons to give the "click" feedback

Additional Feedback:
- aiming in multiplayer has to be quick, since usually players use it instantaneously for autoaim
- gesture-aiming is a cool feature for single player though
- other neat quirks are good for single player too (foot pedal, motion, gestures)

Intuitive Function-to-Control List:
Sprint: Gesture
Jump: Gesture
Aim: Hand motion
Melee: Hand motion
Grenade: Voice-activation
Killstreak: Voice-activation
Crouch: Pedal
Switch Weapon: Button
Reload: Button
Shoot: Trigger

Action Items:
- look into: PS3 Move (SOCOM game) and Gamer (watch movie)

CoD controller for handless person called Potta

Today in LGM we had to make CoD controller for a person without hands.
So we made this helmet where we attached a logitech Air mouse and XBox 360 controller.
Aiming was done with moving head and walking was done with tongue. Firing a weapon was done with right foot.

It worked quite nice but player needs somebody to wipe his face because of dribbling.
Aiming was also a bit awkward. If player want's to look 180 degrees back he have to make various fast head movements to make it happen.

















Video coming later...

Edit 17.10.2010