VR FPS | Usability Testing, IA, UI

[Baroquedub]: concept development, lead programmer

Anastasiia Kucherenko: usability testing, focus groups, information architecture, splash screen design

[VR FPS] is a first player shooter game created for mobile VR. The game is available to download on [Google Play Store] for the latest Android phones to use with the cardboard headset. For the best game experience, it is recommended to play with a gamepad.

I joined the project in the end of January 2018, and was tasked to conduct usability testing to understand the level of engagement and clarity of a pre-game UI, as well as ease of use during the gameplay.

Usability Testing

There were 6 people recruited for the Usability Testing, 5 of whom are regular FPS players and / or have experience playing VR games.

The main objectives of the testing were to find out:
1. If the pre-game Information Architecture made sense to players;
2. If the comfort level while playing the game and interacting with the UI was acceptable;
3. If all interactions were clear and manageable.

The observations as well as general feedback pointed out a few major and minor problems of the pre-game UI:

The results showed we had to improve the pre-game IA; adjust positioning of some UI panels for more comfortable viewing; and change a few types of interactions through buttons. Testing also suggested to improve the copy in About and How to Play sections. A few players went further with the feedback and suggested a number of ideas that they would like to see in the gameplay.

All observations, comments and the results of the testing are documented [here].

Information Architecture

After Usability Testing, we decided to conduct an open card sorting exercise to improve discoverability of different options and settings in the pre-game UI.

The test was run on 11 people, and the results gave us clear indication of groups of content, as well as labelling of how players expected the categories to be named.

Wireframing

Taking card sorting results and players’ feedback into consideration, there were created a few mockups, for further testing. Baroquedub built a couple of Menu scenes in Unity – to run another test, and collect data on the level of comfort and discoverability of elements.

Results

After another round of testing, the Menu proved to be clearer:
– all information and necessary settings are easier to find and access;
– secondary information is sitting within the settings menu and is not cluttering the main menu view;
– game levels are added to the home screen with thumbnails, difficulty level and leaderboard available to preview right away;
– visual hierarchy and fonts are kept consistent.

There were some changes made to the UI within the game experience too, which also contributed in a better perception of information during the game.

The app has now been downloaded over 10,000 times, with the rating having grown from 4.1 to 4.3 over the first week since the latest release.

Date

February 3, 2018

Category

VR Design