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User Experience Methods
               and Games 
                        Lessons Learned


Remigius Fierley, Director User Experience, SirValUse Consul@ng GmbH, Germany
    Stephan Engl, Informa@on Science, University of Regensburg, Germany
More demand for external UX 
research and tes@ng of games
a growing market
      Es#mated global retail sales, online revenue, digital distribu#on and relevant ad sales in billion

100

                                                                                          91
75


50                                                   54


25
               25

 0
             2004                                  2008                                 2015
new concepts

               hQp://www.flickr.com/photos/brandonshigeta/4835770799/
differen@a@on of gamer popula@on
So what?

Why should we care?
More demand for external UX 
research and tes@ng of games
 To which extent can our established 
      UX methods be applied?
different criteria?
                     hQp://www.flickr.com/photos/cybjorg/275083906/
different criteria?




Usability & User Experience     Playability & Game Experience
• task/goal‐oriented            •   ac@vity‐oriented
• effec@ve, efficient, sa@sfying   •   immersion, challenge, flow, story‐
• non‐instrumental quali@es         telling, aesthe@cs, mo@va@on
                                •   ease of use
our experience

„industry insights“
test sedng
data acquisi@on
free interac@on & thinking aloud
standardised ques@onnaires
itera@on


analyse & define               build prototype




                   evaluate
learnings
•   test sedng maQers
•   data aquisi@on challenging
•   free interac@on crucial
•   thinking aloud only par@ally suitable
•   ques@onnaires s@ll handcrafed
•   itera@on mandatory
•   …
No fundamentally new approach 
to research and tes@ng required.
   Nevertheless, we have to adapt and 
          expand our toolkit.
new tools
            hQp://www.flickr.com/photos/drbakker/4540124047/
discussion
• How to deal with insufficient mo@va@on of test 
  par@cipants?

• How can all relevant player experience criteria 
  be adequatly covered during recrui@ng?

• Which methodology is ideally suited for 
  conduc@ng longitudinal studies? 
hQp://www.flickr.com/photos/myklroven@ne/3210068573

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UX Methods and Games: Lessons Learned