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Game Tools Tune-Up: Optimize Your Pipeline Through Usability
 
 
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Features
  Game Tools Tune-Up: Optimize Your Pipeline Through Usability
by Dan Goodman
4 comments
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May 6, 2009 Article Start Previous Page 2 of 4 Next
 

Usability Testing

Once you understand where the bottlenecks in your pipeline are occurring, it's time to decide where improving the tools used in that process can help, and what improvements should be made.

There are a variety of methods for testing usability, including surveys, user interviews, inspection techniques, thinking aloud protocol, and eye tracking.

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Some techniques are difficult to implement, or give subjective results that must be interpreted by an expert, while others give a more formal score that just about anyone can use to gauge the usability of a product.

You can use some of the simpler techniques before investing in the more difficult ones. This will give you a really good idea where to concentrate your efforts.

The System Usability Scale (SUS) was developed at Digital Equipment Corporation (DEC) to measure usability. It is probably one of the simplest methods to implement because it is survey-based.

Participants are asked to rate ten statements from the below figure, on a scale from "strongly disagree" to "strongly agree". Each response maps to a value from 0 to 4, where even-numbered items have the score values reversed.

An overall score ranging from 0-100 is derived from the individual values by adding them together and multiplying by 2.5.

Software in the 70-80 range has average usability. If your software ranks higher than that, you may want to look elsewhere for savings. If it scores less than that, there's a good chance you can get significant savings in your development time by investing in usability.

The Single Usability Metric (SUM) is a bit more complex to implement than SUS, since it requires that a user complete three to four common tasks with the software, while a moderator scores how each task is completed. The final score is a combination of task completion rates, task time, error counts and user satisfaction.

Task completion is the ratio of successfully completed tasks to attempts. Error rate is measured by breaking down individual tasks into subtasks, called "error opportunities" and counting the number of successful steps performed per task.

Satisfaction rate is measured with a simple three-question survey given after each task is completed that asks the user to rate how easy the task was, how long the task took, and how satisfied he felt using the tool.

Task time is just the time it takes to complete each task compared to an ideal time, which can be derived using the task times of the users who reported the highest satisfaction.

Because SUM measures usability at the task level, you can use this method to determine which features should be looked at for improvement. Combining this info with thinking aloud protocol -- sitting with someone using the tool while they describe what they are thinking -- will give more detail on how to fix issues.

Of course, overall usability should be the goal, and a redesign of the interface based on user's goals will often give much better results than targeting specific functionality.

Tool Scope and Data Abstraction

The simplest tools give the user the ability to edit data. Your favorite text editor gives you at least this much functionality. Not coincidentally, it also has the widest scope, since any type of data that can be represented as text can be edited.

These tools are very unforgiving, since there is no protection of the user from himself. Iteration is the key for its users, since it is easy to make mistakes, and when errors occur during the runtime, the bad data may be extremely difficult to find. The users may spend hours looking for the number with the wrong decimal place or the text with the incorrect capitalization.

The first and last stop for many game development tools is one that adds a layer of protection from user errors by limiting the possible input to valid values. This is a major step forward, since developers are able to create game assets that are less prone to error. Designers and artists can begin to feel safe in the knowledge that "at least it will run".

 
Article Start Previous Page 2 of 4 Next
 
Comments

James Hofmann
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I think there are two sides to this. Not just in "can you make the pipeline more usable," but also, "what is the cost of adding more interface for this?"

The tools I have used at work often suffer greatly from missing features that I would have in a text editor - cut and paste, search+replace, etc. On the other hand, when I need a graphical representation, they are welcomed. So I work optimally when I can edit the parts that need the graphical representation in a tool, and then export it to a human-readable format to make large-scale changes. On the occasions where I can't do the latter, I waste hours of effort.

Luis Guimarães
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I related this article with my game design objetives so much. I always think o games as entertainment tools, so game design shall take the same care as software design does. I have made a post on it some days ago...

http://www.gamasutra.com/blogs/LuisGuimares/20090503/1302/The_Game_Design_Labora
tory_Gameplay_Improvement__Providing_Useful_Gaming_Tools.php

ignace saenen
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Great article. One specific advantage is that the model behind the tool will tend to become more coherent and complete, long before "everything needs to fit together". If the model is shared between tools and engine, modifications made to the engine at a later stage can map back directly to all data involved, and the exported data will not "miss" something.

One notorious example is the engine = editor approach used at CryTech, though there are serious considerations to be made when you go this route, especially when the engine in question is 1st generation or insufficiently stable. It will affect the whole tool-chain.

Robert Charney
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I know that I'm a little slow in responding to this article, but since I have published a blog entry on my homepage today that references the article, I thought it appropriate. I recently created and published the website http://IndieGameTools.com that I hope will serve as a ranking tool for commercial game development tools. While I was putting the site together I did some research and used this article in my decision process for choosing criteria to rank game development tools. In particular the references to the System Usability Scale statements caught my attention. In the end I decided NOT to use them to rank tools.

I know that the article wasn't particularly about those questions/statements but they were offered as an example of things that a Usability test might incorporate. I came to realize that what I was creating was so far removed from the usability testing process that I couldn't use the statements. Skimming information from website visitors is so different from in-depth usability testing and the two methods solve different problems and offer different feedback on the value of a tool. Anyway, if you are interested in the approach that I have taken to evaluate game development tools then look at my blog entry here...
http://rcharney.com/?p=1584

Thanks for giving me so much food for thought!
Robc


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