Celia is Director of UX at Epic Games (e.g. Fortnite)

Book: the Gamer’s Brain

 

  • Keep in mind the limitations of the brain when designing
  • Vision and perception seems natural but it is subjective
  • In 2103 they tested an icon with triangles over a bar for traps, but the users didn’t think it was traps but that it was ammo so they changed it to an icon like a bear trap
  • The forgetting curve Ebbinghaus, 1885, people forget 70% of content from one day to the next
  • Our memory is fallible, do you remember “The Thinker” by Rodin, which arms are rested on which leg?
  • They reduced memory load by a chest with a display to show gamers what is available to them and what buttons you need to press
  • People have change blindness, they cannot process a lot of info at the same time
  • Our attention is scarce, avoid multitasking
  • In September 2014 in their usability lab they learned that users can’t pay attention to tutorial texts when killing zombies
  • UX principles: consistency, minimal workload, error prevention / recovery, flexibility, motivation
  • Self Determination Therory principles: competence, autonomy, relatedness, meaning, rewards, implicit motives, emotion,
  • Game feel: presence, surprises game flow difficulty, pacing learning curve
  • Provide extrinsic badges and rewards
  • Allow for self-expression through the dance moves and skins
  • They conducted eye tracking which helped develop the piñata reward, where you hit it to receive your reward
  • For the difficulty curve they design the challenge and pacing – the rhythm of stress and pressure
  • Place the users in front of a challenge to learn a new skill, they placed a chest above a hole to learn to build the ladder
  • They then conducted polls with the users to test player perception, i.e. “I received a lot of interesting loot”
  • Usability testing feedback led to adding a plus sign and number to help the user understand that they’re not just getting one piece of metal when hitting the car