Friday, 25 January 2008

Usability Test - Final Web game

Today we did the usability tests of our final game.

We tested the product online as it is intended to be used, it was tested out using both Mac’s and PC’s and in different types of browsers and work well on all of them.

We managed to test it out on 4 people, 1 male and 3 female.

My person experience of testing went well, I explained that the product was a prototype which we created for an interactive narrative game and that today we were just testing to see if our narrative structure was easy to follow.

My tester managed to go through the game effortlessly and gave very useful feedback to me.

She told me that the text on the first screen was to difficult to read (and another tester simply skipped it due to the fact that there is a lot of text.)

She told me that the audio quality was not so great and she found it hard to hear everything being said.

She commented that she did not realise she was the police officer straight away, it took her awhile to figure this out.

She followed most of the story, however due to our brief questionnaire we don't know if she learnt anything about the spectre.

The results of the other tests were as follows:

  • Everyone managed to use the navigation system easily.
  • One tester did not follow the story at all and was not willing to go through the videos
  • 2 testers enjoyed the visual style (the use of puppets)
  • However 1 tester though the puppets movements made it hard to follow the story
  • the audio quality was commented on by another tester

Thursday, 24 January 2008

Usability Tutorial with Mazy

Today we had our usability tutorial with Mazy.
We hope to test the final product on Friday.

Points Mazy gave us:

  • Don't ask leading questions.
  • Don't ask closed questions.
  • Get the use to tell us what they thought the story was about to see how well they understood it.

Wednesday, 23 January 2008

Today was Very Productive!

My team members are super!!,
Not only are we running on time!, but we have compressed all our movies (thanks Jen's) and our website is already under construction (thanks Dan) and our presentation has already under construction (thanks Gail!)

Tomorrow we have a tutorial with Mazy, we should be able to test out our Interactive Game by Friday.

Compression

Jenny, Gail and I, experimented with different compression formates today and different sizes for our final movies.

We played around in imovie, changing different sizes and quality, until we found a good balance between size (as it had to be quick to download) and picture quality.

The best video size for the website is 640x480 (large) or 320x240 (small).
We will use 640x240.

Quicktime, H.264 gave much better results then avi and was the smallest file size.
So this will be used to compress our movies.

It is also compatable with flash CS3, as we found out today by testing it out.




Monday, 21 January 2008

Filming and Audio

Today was very productive, so far we have our audio and footage ready for editing.

We had to retake some scenes, due to the action being cropped and our hands and other objects that shouldn't be visible, being present.

We dont have time to get adequate recording material so we used Gails Apple ipod recorder, which is ok quality, the voices are audiable.

We will start Editing the video and audio tomorrow and start constructing the website that it will be hosted on.

Sunday, 20 January 2008

Filming Tomorrow!!

Plan for Filming tomorrow:

First we will do a test shoot, to see if sound and our green screen idea works.

If this goes well:
  • We will shoot all the solo characters 'talking'
Then shoot the:
  • Graveyard scenes
  • Church / Wedding scenes
Dan is lead for filming
Jenny (if she's well enough), Gail and I (Funmi) will be puppeteers/voices!!!

Friday, 18 January 2008

Usability Test - Paper Prototype

We conducted the usability test today, using out paper prototype.
We managed to test it out on 3 people.

Positives:

  • The testers found the actual usability of the site very straight forward, they understood how to navigate trough the story.
  • They gained a little background knowledge into the legend of the spectre.
  • They liked the problem solving aspect of the game, one tester commented that they enjoyed the thinking and problem solving at every stage.


Negatives:

  • There was a little wait before 2 testers realised that they could use their finger to click on characters they would like to interview more.
  • A tester didn't like the stereotypical names we have given the characters, especially PC Bob
Changes:

  • For the next usability test, we defiantly need a better questionnaire, which pushes people to give more in depth answer, rather then yes or no.
  • Design - we would make sure buttons and interactive characters are clearly highlighted as clickable.
  • Design - We need to incorporate an introduction screen that would replace me giving a verbal intro. It should introduce the game, the legend and your role within the game.

We've made our puppets - still on schedule!!!



In preparation for Mondays filming we have created the puppets we will use as the characters in our interactive narrative game.

So now we just have testing to do by the end of today so that we keep to our schedule!!

Thursday, 17 January 2008

Structure of our Interactive Game

This the new and final story board of how our interactive game will work.

My Idea for Jazzing up our game.

The idea I came up with was to make the solving of your colleagues death as important as the story of the Spectre of Erigle Truagh.

We keep the background history about the legend of Erigle Truagh and the player is still a Police Constable:

You are investigating the death of your colleague, who was killed at Erigle Truagh.

You attend his funeral to find out what happened, You need his Notebook to see what he had uncovered, but it's not in his belongings, this is strange, every PC has a notebook...

So your goal in chapter 1 is to find your colleagues notebook, however the people in the village are not so helpful, they keep going on about the Spectre and other crazy events.

Mazy's Tutorial

Today we had a tutorial with Mazy. RE: PAPER PROTOTYPE!!!

We showed Mazy our paper prototype for our revisited narrative, which now runs in the form of an online game.

- Mazy gave us some useful ideas for our paper prototype tests.

She advised that it would be good for one of us to take on the role of a narrator.
Also some basic things we should ask the testers, like how they felt about the game, if they were interested in gaming and their age range.

She also pointed out that our game needs a stronger and more prominent goal, which would invoke the user to keep on playing.

Tonight we will go home and individually come up with ideas to make the goal of our game more interesting.

Our new diagram the 'event's structure'


Our Scheduling for next week

I have created a production plan for the coming week:

18 - Friday - Usability testing with paper prototype (all), Start characters/set creation (gail/funmi).

19 - Saturday - Website (Dan), Stage (Gail/Funmi)

21 - Monday - Shooting. (all)

22 - Tuesday - Sound recording (Jenny?, Dan) and Video Editing (Dan/Gail),

23 - Wednesday - Compressing the final footage (Dan),

24 - Thursday - Finish the final product, Usability Testing (Tutorial with Mazy) (all)

Wednesday, 16 January 2008

Critique with Sandra

Our critique with Sandra brought up some problems in our current structure and our interpretation of the whole idea of creating the interaction.

We had jumped a couple of steps, (without really knowing it), and because of this we have conflicts in the plot and idea behind how our interactive narrative would work.
It is currently not very interactive and is more like 3 linear story's that run one after the other.
There is also no motive to push the user to use it.

We sat down as a group and discussed this.
We went back many steps and broke down the story again and then put it into a structured diagram of events.

We have now developed a totally new approach to the narrative which is more interactive and also has a motive for the user to go through the story and figure out the legend.

Tuesday, 15 January 2008

Creation of Narrative Structure

The structure of how our narrative would run was created.
It revolves around the story of the two dead victims of the spectre and the spectre's story, all told in the past tense.

Our storyboards:

Monday, 14 January 2008

Deconstruction of the text

I deconstructed the text into text order and story order to start with.
This made it clearer to process what was happening within the text.