Eye tracking and User Experience for Game Play

Eye tracking and User Experience for Game Play

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.

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Eye Tracking, Psycho-physiology & In-Game Advertising

Eye Tracking, Psycho-physiology & In-Game Advertising

I’m off to the Games Development Conference in San Francisco next month and it reminded me to do some blogs about what we have been up to since we started eye tracking games in 2007. Back then, we were using eyetracking and psycho-physiological measurements to investigate the subconscious processes that gamers experience as they play. The results are impressive:

  • The blue spot is where the gamer is looking
  • The Red line is his Electro Cardio Graph (ECG) – heart monitor
  • The Blue line is Electro Dermal Activity (EDA) – measures sweat
  • The Green line is breathing
  • The Cyan line is muscle tension in the forearm

The action happens pretty quickly in the video so I’ve taken some stills to make the point clear.

Just crashed into Virgin Megastore

The psycho-physiology read out shows lots of muscle tension and a deep breath in as he hits the Virgin Megastore sign.

Eye Tracking shows a straigh allows the gamer to snatch a glance at the HUD

A straight piece of road allows the gamer to snatch a glance at the Heads Up Display and check his time.

Eye tracking shows he is looking where he is going to crash, into the Sanyo sign.

Eye tracking shows the gamer is looking where he is about to crash, into the Sanyo sign.

Just crashed into Samsung

The psycho-physiology read out indicates the gamer may have experienced stress as his muscles tense, sweat increases and the heart rate monitor shows  a blip on ‘P’ of his otherwise normal sinus rhythm.

As I noted in 2007, this research shows that simple placement of advertisements in games may not be effective.  Just like good product integration in TV and films, often the best way to promote a product is to integrate it smoothly within the story line.  The movie industry has lots of experience in product integration, as we can see from this charming clip from ‘It’s A Wonderful Life’ released in 1946.

The in-game advertising industry is still in it’s formative stages of development and I don’t want to knock it; it has a great future. The time pressures  of developing a game favour the quick and easy approach of simply placing advertisements within games such as Battlefield 2141. Although it’s more work for the developer, more risk for the brand and requires more organisation, Hollywood revenues prove that integrated product placement is a better way to build brands; Donald Trump personally made $50 million in 2008 from product integration in The Apprentice and PQMedia estimate product integration in TV and films will be worth $10 billion in 2010.

I look forward to helping the in game advertising industry emulate the success of Hollywood by proving engagement via subconscious insights and catching up with some of you in person next month at GDC10.

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Eye (Tracking) For The Ladies – The Subconcious Secrets of a Speed Dater

Eye (Tracking) For The Ladies – The Subconcious Secrets of a Speed Dater

We recently produced an article for The Sun on speed-dating; using Headmounted Eyetracking to attain insight into the subconscious thoughts of the speed dater.

We often use Headmounted eyetrackers to help brands and supermarkets understand how consumers shop, and I was pleased to use the technology to help the speed dater, Josh, on what may be the most important “purchase” decision he makes!

The green cross hair shows where Josh is looking, the black circle shows the centre of the camera.

Date one is with Saskia, a student.

Not off to a great start, Josh has only just sat down and he is checking out another girl

Not off to a great start, Josh has only just sat down and he is checking out another girl.

That's better Josh, pay attention to your date

That’s better Josh, pay attention to your date.

Josh's attention has wondered again and Saskia is not impressed

Josh’s attention has wondered again and Saskia is not impressed.

Now the other girl is checking out Josh, but at least Josh is paying attention to Saskia

Now the other girl is checking out Josh, but at least Josh is paying attention to Saskia.

Saskia takes a drink and whilst she looks away, Josh sneaks a look at the other girl but Saskia clocks what he is doing and is not happy

Saskia takes a drink and whilst she looks away, Josh sneaks a look at the other girl but Saskia clocks what he is doing and is not happy.

Who is this date with again

Who is this date with again?

Oh yes, Saskia

Oh yes, Saskia.

The other girl looks away and Josh is checking out her legs

The other girl looks away and Josh is checking out her legs.

Date 2 is with Jessica, a student.

Date two is off to a better start

Date two is off to a better start.

Jessica has a great smile, and the eye tracking shows Josh notices it

Jessica has a great smile, and the eye tracking shows Josh notices it.

Josh is doing all the talking and Jessica is holding a polite smile, eyetracking proves Josh notices this

Josh is doing all the talking and Jessica is holding a polite (but false?) smile, eyetracking proves Josh notices this.

Josh is at it again, he's checking out another girl

Josh is at it again, he’s checking out another girl.

A real smile from Jessica brings Josh's attention back to her

A real smile from Jessica brings Josh’s attention back to her.

Head mounted eye tracking shows Josh is now checking out the other girl’s date

Head mounted eye tracking shows Josh is now checking out the other girl’s date.

Jessica reinstates the polite smile and moves into Josh's line of sight, blocking out the competition

Jessica reinstates the polite smile and moves into Josh’s line of sight, blocking out the competition.

But Josh's thoughts are already elsewhere

But Josh’s thoughts are already elsewhere…..

Date Three is with Clare, a trainee Doctor.

Date three and this is not her

Date three and this is not her…

But Clare immediately redirects Josh’s gaze, saying “Pay attention to me” by pointing at herself

..But Clare immediately redirects Josh’s gaze, saying “Pay attention to me” by pointing at herself

Clare then gives Josh a little smile the eye tracking shows she has Joshs full attention

Clare then gives Josh a little smile and a head tilt, the eye tracking shows she now has Josh’s full attention.

Clare is engaging and she retains Josh's full attention

Clare is engaging and she retains Josh’s full attention.

The organiser asks Clare a question (Please can we take photo's of you for The Sun) and eyetracking shows Josh is at it again

The organiser asks Clare a question (Please can we take photo’s of you for The Sun?) and eyetracking shows Josh is at it again!

As soon as the organiser has gone, Josh gives Clare his full attention and eye tracking illustrates good eye to eye contact

As soon as the organiser has gone, Josh gives Clare his full attention and eye tracking illustrates good eye to eye contact.

Date 4 is with Esther, a student.

The date is with the girl Josh was checking out on his first date (Saskia)

The date is with the girl Josh was checking out on his first date (Saskia).

Good eye contact

Good eye contact.

Ester is literaly in Joshs face and beaming at him

Esther is literally in Josh’s face and beaming smiles at him.

The flash from the camera man shows how dilated Esters pupils are

The flash from The Sun’s camera man shows just how dilated Esther’s pupils are, which is a sign of attraction.

Ester licks her lips and is probalby thinking how much she wants to kiss Josh

Esther licks her lips and is perhaps thinking how much she wants to kiss Josh….

As I stated in The Great Eye Tracking Debate, eyetracking allows us to peer into the subconscious processes that people are rarely aware of and not able to articulate. Eye tracking adds a scalable layer of insight that cannot be achieved by other research techniques.

At Think EyeTracking we integrate eye tracking with traditional market research techniques to give both conscious and subconscious insight into the decisions people make and what influences them.

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Apple Of My Eye, Tracking?

Apple Of My Eye, Tracking?

There is much interest in rumors that Apple has licensed a Tobii Technology eyetracking platform to be used in a tablet, confidentiality agreements mean that I can’t comment on that. But I do know Apple users will not be getting eye tracking as an input device anytime soon, if indeed ever, because of one inalienable fact; Eye Tracking is not as good as multi touch:

Eye tracking is no more accurate than your finger

Your eye is constantly moving, tiny movements, that you don’t even notice, just in the same way that when you run, the World looks stable, you don’t notice that you are moving up and down as well as forward. But when Kate Adie’s standard issue BBC camera man runs away from a ‘contact’ in Basra the picture bounces around so as to be largely indecipherable. Your brain smoothes out the movement, cameras don’t have brains so they can’t.

The tiny movements I refer to are necessary for you to see properly: When a beam of light hits the back of your eye a chemical reaction happens that sends a signal to the brain allowing you to see. Once the chemical reaction has happened it takes a few seconds for the chemicals to recharge before that part of the eye can see again in full detail.

Allow me to give you a practical demonstration, please keep your head still and look at the centre cross on this optical illusion.

After watching it for a few moments the lilac spots will disappear – you have (temporally!) become blind to lilac on part of your eye. To overcome this problem the eye is constantly making tiny movements so you don’t notice you have become blind. This movement induces a margin of error into all eye trackers meaning that it is not possible to make an eye tracker any more accurate than a finger.

It’s worth noting that a finger is less accurate than a mouse because the point of contact is about 1 centimeter square. With a mouse you can be millimeter accurate. Do you ever hit ‘A’ by mistake whilst searching for contacts when using your iPhone? Imagine doing that kind of thing, a lot.

Multi touch is better than single touch

Eye tracking is a single touch interaction, you can only look in one place at any one time. Fingers allow single touch and multi touch interaction.  Who would go back to single touch interaction once they have experienced the benefits of multi touch?

Eye tracking is expensive in comparison to multi touch screens

The current price of an integrated Tobii eye tracker is as low as $9,000. This will fall as eye tracking hardware becomes commoditized but it’s unlikely to fall below $200 and that is significantly more than a multi touch screen costs.

Eye tracking is a good user input device for some users

Eye tracking as a user input device can be useful, indeed life changing for people with impaired or no motor control and for people without the ability to use a mouse, keyboard or multi touch surface.

Eye tracking will become a main stream user input device

But it won’t be for anything as mundane as an Apple Mac Pro (no offence meant Steve). It will be an input device for you, yes, you. Wearable eye tracking, integrated with augmented reality is the way that eye tracking will becomes a main stream user input device. It will automatically feed you information about people, places and things you look at in real time.  James Cameron showed the usefulness of eye tracking and augmented reality to great effect in the original Terminator movie in 1985.

Terminator Heads Up Display (T800 Series)

Augmented Heads Up Display from James Cameron’s Terminator

The technology to do this already exists

I use the augmented reality app Yelp on my iPhone now

Pranav Mistry has awesome ideas about how to make augmented reality/SixthSense technology work (would someone please give him some money so he can commercialize his great ideas!)

At Think EyeTracking we routinely use wearable eye trackers to carry out market research.

Non invasive head mounted Eye Tracker

A wearable, non invasive eye tracker

So I’d like to start a rumor that the iPhone 9SS, will have an optional wearable eye tracker with a Heads Up Display, as that is more likely to happen than the iSlate shipping with an integrated eye tracker.

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The Great Eye Tracking Debate

The Great Eye Tracking Debate

Do You Absolutely Positively Need Eye Tracking For Web Usability Studies?

In May 2009 Kara Pernice and I debated this question at the UK’s Usability Professionals Association. Kara argued that you do not absolutely positively need eye tracking for web usability studies and I argued that you do.

Truth is, you don’t absolutely positively need eyetracking for web usability studies, but it would not have been much of a debate if we had both taken the middle ground!

I find it frustrating that there is still much misunderstanding about eye tracking in the usability profession. Eyetracking is not a paradigm shift, it does not fundamentally change the way you run a user test. It allows a moderator to move away from relying on the concurrent talk aloud protocol to an informed retrospective protocol. We call this protocol Post Experience Eyetracked Protocol or PEEP and we have developed, refined and tested it internally and with academic partners over many years.

PEEP is an improvement on concurrent talk aloud; it gives the moderator access to real time, subconscious processes that the user is experiencing and without the need for the user to self report. Yes, the equipment is expensive and yes, it takes longer and I’m happy to trade those for better user tests.

Here is an edited version of my talk, the original is 35 minutes long.

Summary of part one:

  • The Concurrent Talk Aloud Protocol has flaws
  • Post Experience EyeTracked Protocol (PEEP) addresses the flaws in CTA

Summary of part two:

  • Eye tracking can help optimise designs, when used with Mass User Testing
  • Eye tracking helps non specialist stake holder engage with usability

Here is Kara’s unedited talk.

There is significant similarity between the two talks. The main point of differentiation for me is that at Bunnyfoot and Think EyeTracking we integrated eye tracking in to our standard approach to usability testing many years ago when we realised it’s value as an implicit research tool. As such it’s part of our culture and we no longer remember the difficulties we had when first learning eye tracking. It’s like driving a car with manual gears, at first it’s difficult but becomes second nature and the pain of the learning process is replaced by the joy of being able to go places you could not go before.

Amanda Jahn blogged a summary of the debate.

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