
Play-testing
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" Ik ben Joram, en het moet kapot " - a phrase coined by a couple of friends of mine - roughly translates to " My name is Joram, and it has to break ". My friends and classmates started using this phrase somewhere in my second year studying game design at the Utrecht school of art. The reason they've been using it is because well.. I break stuff. All the time .
Joram Wolters's Blog - Breaking Games Part 1 - Off the Map
Playtesting Tips and Tools for Game Designers
December 29, 2011 | By Georgios Christou
Usability Evaluation For Video Games: Gulfs Of Execution, Evaluation
Features - Finding Out What They Think: A Rough Primer To User Research, Part 2
[ In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game .] This article, and its forthcoming followup, is intended to give a rough idea to developers of several different methods that can be used in games user research.
Features - Finding Out What They Think: A Rough Primer To User Research, Part 1
Balance and Flow Maps « #AltDevBlogADay
[Torque's Eric Preisz and two Full Sail usability center PhDs offer four techniques to help make your game more accessible -- even if you don't have access to a giant lab and dozens of focus testers for feedback.]
Features - Usability Breakthroughs: Four Techniques To Improve Your Game
The hard part of playtesting a game prototype isn’t the playing .
Playtesting 1, 2, 3… is this thing fun? » DarrellHardy.com
My colleague Steve Fairclough recently posted an article on PhysiologicalComputing.net in which he discusses the potential pitfalls of biometric research and how it is currently being sold to the game industry. I will present some of his ideas here. Steve outlines that "psychophysiological methods are combined with computer games in two types of context: applied psychology research and game evaluation in a commercial context.
Lennart Nacke's Blog - Biometrics, Game Evaluation and UX: Approach with caution
Features - Behavioral Game Design
Paul Sztajer's Blog - How many players should you playtest with?
Reposted from www.throwthelookingglass.com So, you've started developing your game, and you've got your basic gameplay done.Features - Practical Game Playtesting: A Wii-Based Case Study
[Sidhe's Griffiths discusses in depth how the GripShift developer playtested, and then took that feedback to improve, their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.]Summary: Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford. Some people think that usability is very costly and complex and that user tests should be reserved for the rare web design project with a huge budget and a lavish time schedule. Not true. Elaborate usability tests are a waste of resources.

