UX in UR

UX is fundamentally user-based, so it is imperative to listen to your users through research. Good UX requires good data.

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Storyboard Testing

Part of being a researcher is working with other departments. For one of my teams, I was in charge of checking the clarity of our main narrative storyboard.

Assisted by my fellow researcher Ethan Volonte

Storyboard from the Test

created by Nathaniel Roldan

Takeaways: Research for Others

  • Learned how to adapt to getting materials for a study from another department

  • Got experience in presenting data to non-designers

  • Practice in being impartial, as well as not being involved in any solutions to problems that surface

Methodology

  • Convenience sample of 9

  • Participants were instructed to observe the storyboard first, then:

    • I asked a set of predetermined questions about their interpretation of the story

    • Participants then had the choice to leave or continue onto a different test

Limitations

  • Limited and convenient participants

  • All participants were student game developers

  • Storyboard formatting constraints

  • Many distractions in the testing environment

Skills

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Tools

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Findings

  • Participants shared similar interpretations of the storyline and objectives

  • Most believed the goal was to repair the ship and leave the planet, which is close but not fully accurate

  • Participants assumed that Barton starts out friendly, but not close to the player and that their relationship develops through the game

Dark vs. Light Mode

One of life’s big questions… is light or dark mode better for reading and understanding information digitally?

Methodology

  • Convenience sample of 10

  • Participants were instructed to rewrite sentences to the best of their ability; 5 in dark, and 5 in light mode

  • Sentences were given in escalating difficulty based on academic reading test guidelines

Limitations

  • Limited and convenient participants

  • Light mode always came first

  • Limited number of questions

  • Data analysis done by hand

  • First time using eye-tracking

Findings

  • Most participants started with a dark mode preference

  • Average spelling mistakes: light - 1.4, dark - 0.9

  • Average sentence fixations: light - 36.8, dark - 35

  • Overall, participants had an easier time understanding content in dark mode

Graph based on how often participants read the sentence they are trying to copy.

Takeaways: Research Alone

  • I was the only one responsible for planning and creating the test and for how data was collected. This meant I got experience with pivoting halfway through

  • Experience with eye-tracking software

  • Ended up with lots of experience in coding data from video recordings

Skills

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Tools

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UI Testing

This time, I got to experience creating a whole study with two other researchers from start to finish. I was in charge of the UI section.

Fellow Researchers: Carter Hoke and Ethan Volonte

Methodology

  • Convenience sample of 14

  • Participants filled out a 30-question survey covering level design, UI, and NPC interaction

  • Testing was done simultaneously on 3 machines in an open lab

  • Players were given a brief verbal tutorial before playing

Limitations

  • Only one machine had headphones hooked up

  • The introduction and tutorials given varied between participants, leading to occasional researcher intervention

  • 30 survey questions produce a high cognitive load

Findings

  • All participants found the chat box to be readable

  • Participants found chat response time to be fast

  • 4 participants were unaware of the chatlog

  • About half of the participants did not know where the keyword menu was

Takeaways: Research with a Team

  • While comparing my work with my teammates, I found that my questions should have been more standardized

  • Experienced creating one report document with 3 researchers and 3 topics, and how chaotic that can be

  • Navigated scheduling to ensure no one was blocking anyone else

Skills

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Tools

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