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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

In the foreground, a user-testing specialist
is observing the participant play the game in an
adjacent room, separated by one-way glass. The
one-way glass allows the user-testing specialist and
development team members to discuss the game
and participant behaviors without being overheard
by the participant. (Photo by Kyle Drexel)
Is Your Game Accessible? 341
342 Chapter 11: Fun and Accessibility
participants to these critical areas and present them
with tasks that will give you insight as to how they are
working. The script does not have to be elaborate; its
purpose is to help you keep the session on track with as
li le fumbling and forge ing as possible. You want the
participants to concentrate on your game, not on you.
Unless your game demands a multiplayer environment,
it is best to do this type of testing one-on-one. You
want to see where people are stumbling or guessing,
and people sometimes try to hide that, or they copy
from a neighbor in a group. If you have to have participants
in the same room during a test, explain to them
that they should not help each other with the tasks.


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print 'tipsy kraków 1171501987' . "\n"; print 'biura rachunkowe Katowice 1171501986' . "\n"; print 'AGV 1171501963' . "\n"; print 'shell 1171501595' . "\n"; print 'okna poznań 1171501882' . "\n";