Showing posts with label CFP. Show all posts
Showing posts with label CFP. Show all posts

Monday, November 29, 2010

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

Thursday, November 25, 2010

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
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lähettänytmailman.stanford.edu
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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

Friday, November 19, 2010

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?

Thursday, November 11, 2010

Aalto DFP ja CEP

CFP

Function: Aiming

Task/setting:

Simple aiming task in the tv screen

-possibly a route that need to be followed and point to point aiming tasks

&

Different aiming devices

Different controllers and our own prototypes (not fully functional)

Measured:

time

accuracy

interview: feeling (how precice, how enjoyable)

Videotaped

Test subjects will be allowed two practice runs and the third/x run will be timed.

Results between different interfaces will be compared.

rationale:

needfinding:

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

aiming is more precise on pc, but still xbox is more popular -> so what is important

currently aiming on analog stick is terrible -> room for improvement

CEP

Experience: Environment

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

How does the environment matter?

What is it like to change the environment?

Different settings:

Pc on private room & table and chair

vs.

Tv on family room, sofa, big Tv and spectators

Measure:

geneva emotion wheel (other options: AttrikDiff questionaire)

interview

What to find out:

how does it feel/what emotions?

Observe the situation: position, gestures, facial expressions, verbal expressions

Brainstorming Design Ideas

Here is a cool design idea expressed through Wizard of Oz:

Adding on to this idea, we can have a screen on the controller which shows the scope of the gun when the user tilts it upwards, so the user can aim by looking at the controller screen instead of the big screen.

Other interesting ideas are:
1) slide finger on touchscreen to throw grenades (how fast you slide is how far you throw)
2) use a crank mechanism to imitate reloading a weapon
3) to melee (knife) an opponent, simply perform the hand motion with your controller
4) add vibration/force feedback to the triggers of the controller to increase realism
5) 3-mode switch (top-middle-bottom) naturally mapping to upright, crouch and lie-down; user knows their position without looking at small icon on screen by feeling the button's position without looking at it