Eye tracking and User Experience for Game Play

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Two of the things that I love about eye tracking are:

  • Actionable results
  • Intuitive and easy to understand reporting

The eye tracking on this piece of research was done using a head mounted eye tracker by Locarna. This type of eyetracker is particularly useful for shopper research or as we will see, other real World situations such as user testing games that have novel or complex interfaces and peripherals.

Poppy wears head mounted eye tracker

One of the most successful areas for growth in the last decade has been the games industry; it grossed $11.7 billion in the US alone in 2008 which, surprisingly for some, is more than the film industry. This increase has largely been driven by a swell in the types of games available, appealing to ‘non-traditional gamers’. The Wii and DS hardware platforms from Nintendo and rhythm games including Guitar Hero, Band Hero and DJ Hero have introduced games to huge segments that are/were not ‘traditional gamers’.

In the clip below we eye tracked a novice gamer whilst he played DJ Hero for the very first time. The green cross hair shows where the gamer is looking as he plays the game and looks at the game control device; a stylized DJ deck.

In DJ Hero the gamer must press buttons on the DJ Deck that corresponds with beats on a ‘highway’ in the game. He gains points for being accurate: if he is not accurate the audience will boo him off the stage. The action can happen fairly quickly so I’ve taken some stills from the eye tracking video to make sure the points are clear.

The action can happen fairly quickly so I’ve taken some stills from the eye tracking video to make sure the points are clear.

Despite looking at the gem on the strikeline

Despite looking exactly where he needs to (at the gem on the strikeline)…

The gamer misses the beat

the gamer misses the beat. He says “Man I’m not doing too well with this.”

The gamer looks at the deck and complains the controls are wrong

The gamer looks at the controls and conplains that the controls are the wrong way around, the green button is to the left, but on the highway on screen the green button is to the right.

A quick adjustment gives the correct mapping of buttons to highway

A quick adjustment gives the correct mapping of buttons on the deck to the highway, blue on the left, green on the right.

better - the gamer is looking further up the highway

The gamer’s experience improves immediately, and he even starts to whistle along to the tune. The head mounted eye tracker shows he is looking further up the highway at the gems that are coming into play rather than the ones on the strike line.

An examination of the deck reveals the problem; the DJ Hero logo is the ‘right’ way up, when the buttons on the deck are incorrectly mapped to the highway in the game.

DJ Hero deck

The cue to have the DJ Hero logo the correct way up is intuitive and very strong – this led the novice gamer to have the DJ deck ‘upside-down’ and so he made mistakes even when he was looking in the right place, at the right time to hit the beat perfectly. He found this very frustrating!

A traditional gamer may have overcome this usability problem with relative ease. But as such games appeal to new segments that are not familiar with game play and how control devices work it is imperative for games companies to create out of the box gaming experience that are intuitive and easy to use.

At Think, we typically test five or six representative users per demographic, when running user experience studies. Each interview typically lasts an hour and includes a qualitative interview. Although we can and do run studies in people’s homes it can be cost-prohibitive so we most often pre-recruit to a central location and / or run hall testing with in-street intercepts from our facility based in Reading town centre.

Working in a central location also allows the client to view the testing and the immediacy of the clips makes reporting incredieasy, we don’t have to present deck after deck of slides proving points – the client can see for themselves what real users actually do. In addition the client goes away with something they can immediately show to their internal stakeholders – as I said, actionable that very day.

Thanks for reading: http://twitter.com/modestrobert

  • http://xboxkinectbundle.com/ Sun Devreese

    From what I can see, theXbox Kinect is more than just a family games console, after all you can do many things that you can’t do with the Wii. The graphics are better and I don’t think anyone would argue with me when I say the Hard Drive storage on the new Xbox is far superior to the Wii. There is no need for controllers so less battery and recharging cost. If you have a young family like I do, you don’t have to worry about the kids misusing the controllers or dropping them in there juice. One of my fav additions is that Kinectdoes have voice recognition so if the kids are getting out of order and reality wrestling rather than virtual wrestling you can just shout pause and Kinect will pause. Pity this doesn’t generally work with the kids, well not in my house anyway. There is no doubt your friends and family will have a lot of fun with this system and it is taking interactive gaming to another level. To be fair , Microsoft were falling behind a bit recently in the games console world and it’s about time they stepped up to the plate and with Xbox Kinect, they have done exactly that imho Whether it has bugs or little minor problems remains to be seen and as with all these things, the proof is in the ongoing sales rather than the initial sales onslaught of inquisitive techno-holics who buy any new gadget released.

  • Forest Robyn

    Xbox Kinect has more distinctive technology with the controller-free Kinect, so that it is all the more frustrating that Microsoft’s own games felt more derivative compared to third-party Dance Central. Even worse , the most awe-inspiring Kinect game introduced soon, Child of Eden, wasn’t playable, and it has no release date announced.