On 18 February 2011 16:00, Eino Keskitalo <eino.keskit...@gmail.com> wrote:
>> To recap with the full list of aims/questions:
>>
>> * Is the amount of text digestable - does the player read everything 
>> painlessly?
>> * Is the context of the information correct - does the player feel
>> like the information is relevant?
>> * Were the controls intuitive and easy enough to pick up?

Indeed, very important.

>> * Were there problems in learning the commands?
>> * Were there problems in remembering the commands?

Good ones. Could be merged.

>> * Are there scenarios within lessons where the information text is
>> hard to understand?

I'm not sure I understand what you mean by this. Probably simply, "Was
the information text easy to understand?", but the scenarios confuse
me a bit, which sure is ironic in the context. :)

>> * Are there scenarios within lessons where it is uncertain what the
>> player is supposed to achieve?

Again, not sure what you mean. "Does the player understand the point
of any command they are told?" or maybe "Is it clear what's the goal
of any given lesson?" or possibly "Did you encounter any situation
where you didn't know what to do next?"

>> * Was the flow of information comfortable, or were there points where
>> there was too much information?

That seems rather close to the first two questions: was the amount
easily digestible, and was the information relevant?

>> * Was the pacing of the lessons good? Were they divided sensibly, and
>> were the recaps useful?

"Did you find the recaps useful?" certainly is an important question.
Which reminds me: going back up the entry stairs also displays the
recap, but that's not obvious at all. Problem?
The others get a bit away from usefulness and into the direction of
reviewing a movie. :D
Asking about pacing and lesson division makes sense, though. It's
probably just the wording that feels off, though the recaps should
definitely be a question by itself.

>> * Did you feel you had the opportunity to try out the skills you learned?

Good one. Though it overlaps a bit with "remembering commands" (that's
the goal of adding experimentation, after all), it's a useful question
in itself.

>> * If you wanted to replay a lesson, was it easy enough, or was there
>> too much re-playing bits you already knew?

If you're actually going to hand out a questionaire to testers, you
might want to formulate this a bit more positively. :)
If you ever had or wanted to replay part of a lesson, did it take you
long to reach your previous point?

>> * Were the levels visually pleasing and interesting?

Very subjective, but it might be a good question to end the
questionaire on a light note.

>> * Did the testers/each individual tester prefer mouse or keyboard?

That's an odd question within the context of usability because it's
mostly a matter of previous gaming experience and preference. It's
something that needs to be considered when evaluating tester feedback,
but doesn't give us any information about usability in itself.

> The timeframe is that on Monday, the Dungeon Olms will turn in their
> testing plan for the course, and on Wednesday, they'll do the pilot
> test.

Cool.

> They asked today, if it'd be ok to make 0.8.0-a0-5263-gffd1c9c
> the version for the testing, or if there need to be any tweaks or
> fixes before the testing.

I'd like to include galehar's changes to mention scroll/potion names
as they get identified. That's a straightforward usability thing
(giving feedback to players' actions). Also, my bugfix in 1b656368
might be relevant as lesson 2 has chunks in it that end up rotten over
the course of the lesson. Of course, neither of these is absolutely
vital, so if it's easier for you you could go with ffd1c9c. *shrugs*

> One thing that comes to my mind is the ammo quantity bug, where q:n
> has no effect in the vault specification. I think hasn't been fixed.
> It affects the ranged combat tutorial, the player runs out of ammo too
> easily. It could be circumvented by placing several piles of the
> stones.

I think it only affects quantity in monsters' inventories. (Is that
correct?) If so, that extra pile of stones I added way back should
make this much less of an issue.

I haven't yet gotten around to experiment with replacing Spammals with
Animate Skeleton as a more hands-on and cooler spell, so I'll try
that. (Thanks, Raphael! :)) Not a big deal if that doesn't make it
into the testing, though.

Can't wait! :D

Johanna (and that's way too many smileys in a single email...)

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