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PROFESSOR: One example will be
what happens when the battery

00:00:23.919 --> 00:00:26.100
runs up on the computer
and what bubbles

00:00:26.100 --> 00:00:27.500
up when it's running.

00:00:27.500 --> 00:00:29.520
And there's certain computers
that might [UNINTELLIGIBLE]

00:00:29.520 --> 00:00:30.050
hard drives.

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Some computers just keep it in
RAM when you restart it.

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There's no big difference.

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What happens when an IM window
pops up in the middle of the

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game and leaves the
control screen?

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And all the keys start
[UNINTELLIGIBLE]

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IM window.

00:00:48.140 --> 00:00:50.836
Ideally, they give you pop
ups that doesn't work.

00:00:50.836 --> 00:00:54.730
But catching those is one of our
favorite things that we do

00:00:54.730 --> 00:00:59.032
when we're making digital games
here in the lab is like

00:00:59.032 --> 00:01:01.260
slamming all of our fingers on
the keyboard at once and see

00:01:01.260 --> 00:01:02.860
what happens.

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And we're kind of looking
for those things.

00:01:07.250 --> 00:01:11.650
We're also looking for subtler
things like is the amount of

00:01:11.650 --> 00:01:13.342
RAM that those games are taking
up in the computer

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slowly going up all the time?

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And of course, comparing it
against a spec grade.

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So a character is supposed to
be able to create a certain

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file hold style or something
when you enter this key

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sequence, and 99 times out of
100 that works and that 1 out

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of 100 doesn't and we need
to figure out why.

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That's our feat.

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So in a lot of those situations,
what happens is

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that output comes back in the
form of other parts and-- how

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many of you actually
do programming?

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Oh, OK.

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How many of you have found
a book report?

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OK, not that many.

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There are a couple of best
practices where you follow a

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book report and this one
translates a little bit into

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when you're really working
in a team in a game.

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How do you communicate that
something is wrong to someone

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else who is also responsible
for the game, but may not

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necessarily have seen
the problem?

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First of all, you describe what
you were expecting to

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happen and what you
were doing.

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I was expecting to go right when
I push the right button.

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And then you write down
what happened.

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You try to get as much detail as
possible for the person to

00:02:38.410 --> 00:02:40.230
re-release this problem.

00:02:40.230 --> 00:02:45.660
Now, when it comes to war games,
in many situations, the

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kind of detail that you need
to provide largely comes up

00:02:47.480 --> 00:02:48.720
against it.

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So 'a' had this much money, 'b'
had that much money, they

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try to do this game mechanic
and no one knew what to do

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because the way the rules are
written there's only one way

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to interpret it.

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And that gives your team enough
information to be able

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to start acting on it.

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Because you are bargaining and
your rules are kind of right

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out there in the open, there's
usually less of a mystery to

00:03:15.330 --> 00:03:16.810
see where the problem occurs.

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But you know there's problem
and it could end and you

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largely see where it lies.

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You may not know what to do
to correct it, and that's

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actually where beta
testing comes in.

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So but I'll get to the
testing shortly.

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But technical testing, a lot
of it again is comparing a

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given spec.

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Sometimes that spec is created
from your team.

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This is what we want
our game to do.

00:03:36.330 --> 00:03:40.340
This is what we expected to
happen when we made this game.

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We expect that mid in the game,
a certain game mechanic

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will start to take priority
over other mechanics.

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Early on, everyone's buying
property is a monopoly.

00:03:51.900 --> 00:03:56.990
Later on, everyone's going to
be building houses and then

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even at the end, people start
to mortgage stuff.

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That's what we kind of
expected out of it.

00:04:00.920 --> 00:04:03.630
And then you play the game and
you start realizing you

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mortgaging something way too
early here, something's out of

00:04:06.400 --> 00:04:07.700
whack here.

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So that's the kind of technical

00:04:09.910 --> 00:04:10.780
testing you do in games.

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This is what we expect, why
isn't it happening?

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The other side over here is
kind of like being the

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defender of the player, being
the player's advocate.

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How, can you be the person on
the team that is actively

00:04:30.130 --> 00:04:34.516
looking for things in your game
that are going to hurt

00:04:34.516 --> 00:04:36.648
your players and then mentioning
it and saying,

00:04:36.648 --> 00:04:38.395
maybe we should do something
about that.

00:04:38.395 --> 00:04:42.810
It's as simple as, here's the
information that we want our

00:04:42.810 --> 00:04:44.760
players to have at
a certain time.

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Here's the game state.

00:04:47.050 --> 00:04:49.790
Your characters have
a certain state.

00:04:49.790 --> 00:04:52.790
They are this close to winning,
but are this far away

00:04:52.790 --> 00:04:55.120
from winning to have
these results here.

00:04:55.120 --> 00:04:57.445
Do the players understand
that?

00:04:57.445 --> 00:05:00.730
Have you provided them with
enough information to be able

00:05:00.730 --> 00:05:04.340
to make a good decision?

00:05:04.340 --> 00:05:06.145
If they know the game state, do
they know what options they

00:05:06.145 --> 00:05:09.380
have in front of them?

00:05:09.380 --> 00:05:13.730
So as we play more and more
board games this semester, you

00:05:13.730 --> 00:05:19.620
can actually look at the way
how rules are presented

00:05:19.620 --> 00:05:19.870
redundantly.

00:05:19.870 --> 00:05:23.510
Sometimes they're written up in
the rule sheet, but and of

00:05:23.510 --> 00:05:27.400
course you've got your index
card-sized thing which goes

00:05:27.400 --> 00:05:29.270
through step one, two, three,
four, these are the four

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things you've got to remember
every single turn.

00:05:31.238 --> 00:05:33.581
You've got to get it, and
everybody has a copy right in

00:05:33.581 --> 00:05:37.000
front of you because somebody on
the team decided that that

00:05:37.000 --> 00:05:38.980
was a good idea.

00:05:38.980 --> 00:05:42.495
How did they come to
that conclusion?

00:05:42.495 --> 00:05:47.170
Occasionally, they are doing it
because they see there's a

00:05:47.170 --> 00:05:48.390
problem right away.

00:05:48.390 --> 00:05:52.060
There's too much information,
and you just don't expect any

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player is ever going to be
able to grasp all this

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information.

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So that's come out with a couple
of ways to simplify it.

00:06:00.423 --> 00:06:03.734
Sometimes that involves taking
up the mechanics, making

00:06:03.734 --> 00:06:07.750
something that was written up a
text graphic report and some

00:06:07.750 --> 00:06:09.846
icons, reducing all the numbers
by two so the math

00:06:09.846 --> 00:06:13.060
becomes easier.

00:06:13.060 --> 00:06:18.200
But sometimes, you do it by
usability testing, and that's

00:06:18.200 --> 00:06:21.260
one kind of testing
that often comes

00:06:21.260 --> 00:06:23.640
together with beta testing.

00:06:23.640 --> 00:06:26.850
I've invited Sara Verrilli, our
development director, to

00:06:26.850 --> 00:06:30.709
come in here and talk about the
kind of pre-testing that

00:06:30.709 --> 00:06:35.699
you can do, which is illustrated
by this picture.

00:06:38.700 --> 00:06:42.500
And the book goes through
several different kinds of

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environments where you do
pre-testing that's sitting

00:06:45.410 --> 00:06:48.625
one-on-one with people
and doing site

00:06:48.625 --> 00:06:51.320
testing for the group.

00:06:51.320 --> 00:06:54.422
Because this style is all about
board games and card

00:06:54.422 --> 00:06:57.150
games, for the most part, we're
designing games for

00:06:57.150 --> 00:06:58.050
three or four people
to play at a time.

00:06:58.050 --> 00:07:01.440
The chances are, almost every
single test that you're going

00:07:01.440 --> 00:07:03.016
to do [UNINTELLIGIBLE]
at a single time.

00:07:03.016 --> 00:07:04.674
That's just the environment
you're in

00:07:04.674 --> 00:07:05.570
that's meant to be played.

00:07:05.570 --> 00:07:09.390
That's why you end
up testing it.

00:07:09.390 --> 00:07:11.056
Obviously, a single-play
computer game, that's not

00:07:11.056 --> 00:07:13.800
necessarily the environment
you're testing in.

00:07:13.800 --> 00:07:19.985
Actually, before I transition
over, there is one thing I

00:07:19.985 --> 00:07:21.670
want to mention about
technical testing.

00:07:21.670 --> 00:07:23.855
Sometimes the specs you're
testing against are not the

00:07:23.855 --> 00:07:26.710
ones that came up that would
necessarily come up

00:07:26.710 --> 00:07:28.640
with phi over t.

00:07:28.640 --> 00:07:30.520
If you're doing a
computer game--

00:07:30.520 --> 00:07:34.510
say for an Xbox or
a PS3 or a Wii.

00:07:34.510 --> 00:07:37.001
There are these things called
technical [? evaluation ?]

00:07:37.001 --> 00:07:42.280
requirements, which are
basically huge lists of things

00:07:42.280 --> 00:07:46.391
that your game must do before
Microsoft will sign your title

00:07:46.391 --> 00:07:50.720
or allow it to be released
under that title.

00:07:50.720 --> 00:07:54.796
PC obviously doesn't have this,
but if you release it on

00:07:54.796 --> 00:07:57.900
speed or something, then chances
are, you'll have

00:07:57.900 --> 00:07:58.110
requirements.

00:07:58.110 --> 00:07:59.730
It could be something as
simple as generally, it

00:07:59.730 --> 00:08:02.596
doesn't crash--

00:08:02.596 --> 00:08:06.830
and games do crash, even
on PS3 and Xbox--

00:08:06.830 --> 00:08:12.330
you get things like what happens
when you're playing a

00:08:12.330 --> 00:08:14.442
game on the PS3 or Xbox--

00:08:14.442 --> 00:08:18.012
I guess more the PS2 and the
first Xbox-- and someone yanks

00:08:18.012 --> 00:08:20.880
out the cable?

00:08:20.880 --> 00:08:23.510
All you're thinking is that
you're-- and then the keyboard

00:08:23.510 --> 00:08:25.805
comes out, what happens?

00:08:25.805 --> 00:08:28.390
Does it continue?

00:08:28.390 --> 00:08:29.740
STUDENT: It buzzes.

00:08:29.740 --> 00:08:31.900
PROFESSOR: It goes into
pause, right?

00:08:31.900 --> 00:08:35.289
And usually it tells you, your
controller is disconnected.

00:08:35.289 --> 00:08:36.950
And that's a requirement.

00:08:36.950 --> 00:08:40.111
Someone had to write that code
specifically to detect that

00:08:40.111 --> 00:08:44.610
situation and then throughout
the suite across the game.

00:08:44.610 --> 00:08:47.590
And the reason everybody had
to do that was because

00:08:47.590 --> 00:08:49.560
Microsoft and Sony
and Nintendo--

00:08:49.560 --> 00:08:50.730
well, not so much Nintendo
nowadays

00:08:50.730 --> 00:08:53.230
because Nintendo is wireless--

00:08:53.230 --> 00:08:57.880
but these are the kinds of
requirements that they expect.

00:08:57.880 --> 00:09:01.248
If you lose your connection to
Xbox live halfway through the

00:09:01.248 --> 00:09:03.650
game then something's
going to happen.

00:09:03.650 --> 00:09:08.595
And so again, for that kind of
technical testing, you're sort

00:09:08.595 --> 00:09:11.416
of comparing it against spec,
but spec may not necessarily

00:09:11.416 --> 00:09:14.392
be something that you're
keeping up with.

00:09:14.392 --> 00:09:18.860
It may be something that the
publisher or your platform

00:09:18.860 --> 00:09:21.230
developer, platform manufacturer
mandated.

00:09:21.230 --> 00:09:23.750
How does it affect the board
games is that sometimes, board

00:09:23.750 --> 00:09:27.225
games are actually going
to require half the

00:09:27.225 --> 00:09:28.480
requirements to that.

00:09:28.480 --> 00:09:31.543
If you're responsible for the
design of the box, for

00:09:31.543 --> 00:09:33.930
instance, there are things
they're going to require on

00:09:33.930 --> 00:09:38.046
the outside of the box, like
what ages are the game

00:09:38.046 --> 00:09:40.820
applicable for, how long is it
meant to be played, how many

00:09:40.820 --> 00:09:43.680
people are going to be
playing your game.

00:09:43.680 --> 00:09:49.800
I think Days of Wonder, which
is a publisher, actually

00:09:49.800 --> 00:09:54.370
requires a character
to be on the box.

00:09:54.370 --> 00:09:58.120
Even if your game has no
characters, there must be a

00:09:58.120 --> 00:10:01.750
human-like presence on the box
or your players are on the box

00:10:01.750 --> 00:10:05.010
because they think that it
increases sales, and they

00:10:05.010 --> 00:10:06.720
probably have the numbers
to back it up.

00:10:06.720 --> 00:10:10.180
That's why if you look at things
like Ticket for Ride,

00:10:10.180 --> 00:10:12.168
for instance, has people.

00:10:12.168 --> 00:10:16.450
If you play Ticket to Ride, it
has no people in it, but it

00:10:16.450 --> 00:10:19.940
has people on the box because
they want people to think

00:10:19.940 --> 00:10:21.335
that's what users are.

00:10:25.070 --> 00:10:31.397
So that's just an example of
things that a board game

00:10:31.397 --> 00:10:32.790
publisher may require
you to do.

00:10:32.790 --> 00:10:37.180
Very common that you'll have to
do translations in a range

00:10:37.180 --> 00:10:40.920
of different translations for
the different countries it's

00:10:40.920 --> 00:10:43.016
going to be released in.

00:10:43.016 --> 00:10:45.435
It may not be your job to do it,
the publishers may end up

00:10:45.435 --> 00:10:47.027
being the ones helping you with
the translation, getting

00:10:47.027 --> 00:10:49.260
all the publishing data
formatted decently, but

00:10:49.260 --> 00:10:52.560
someone along the stage is
making sure that happens

00:10:52.560 --> 00:10:55.274
before the game hits
the shelf.

00:10:58.340 --> 00:11:00.618
OK, that's technical testing.

00:11:00.618 --> 00:11:05.956
That's a little bit about
becoming a player and so let's

00:11:05.956 --> 00:11:09.372
talk about data center a bit.

00:11:09.372 --> 00:11:13.764
SARA VERRILLI: Let me bump
you a little here,

00:11:13.764 --> 00:11:14.460
if you don't care.

00:11:14.460 --> 00:11:15.710
PROFESSOR: Oh, right.

00:11:37.466 --> 00:11:38.954
SARA VERRILLI: OK.

00:11:38.954 --> 00:11:39.946
Let's see.

00:11:39.946 --> 00:11:41.930
Let's actually go ahead.

00:11:45.898 --> 00:11:47.882
So focus testing.

00:11:47.882 --> 00:11:50.767
This is a very similar track for
the summer program folks.

00:11:50.767 --> 00:11:53.840
I have about 10 minutes to go
back and relook at my notes

00:11:53.840 --> 00:11:57.980
and relook at the lecture, so
if it's a little stumbly in

00:11:57.980 --> 00:12:01.209
parts, it's because I haven't
given it for a while and

00:12:01.209 --> 00:12:01.460
haven't thought about it.

00:12:01.460 --> 00:12:02.766
It's much more geared, the
original talk is much more

00:12:02.766 --> 00:12:05.140
geared towards computer
testing, and testing

00:12:05.140 --> 00:12:08.890
specifically single-player
computer games than it's

00:12:08.890 --> 00:12:12.770
testing board games, which
are almost a multi-user.

00:12:12.770 --> 00:12:16.598
So first of all, focus testing
is actually dissimilar.

00:12:16.598 --> 00:12:20.370
Focus testing is only a specific
case of user testing,

00:12:20.370 --> 00:12:22.720
which is to say, you're testing
your game using actual

00:12:22.720 --> 00:12:25.910
users, not your development
team, not people who play

00:12:25.910 --> 00:12:28.484
board games 12 hours a day
because that's what they love

00:12:28.484 --> 00:12:31.100
to do all the time, but more the
sort of average person who

00:12:31.100 --> 00:12:33.645
might want to pick up your game
off the shelf, go buy it

00:12:33.645 --> 00:12:37.300
and then go play it with their
family and then go out to

00:12:37.300 --> 00:12:40.198
dinner at Chuck E. Cheese
or something.

00:12:40.198 --> 00:12:44.245
Another type of user tester is
usability testing, which is

00:12:44.245 --> 00:12:46.770
fairly similar to focus testing
in as much as you're

00:12:46.770 --> 00:12:48.360
still using users for it.

00:12:48.360 --> 00:12:50.860
Focus testing is usually much
more geared towards are people

00:12:50.860 --> 00:12:52.073
enjoying your game?

00:12:52.073 --> 00:12:55.370
Do people want to
play your game?

00:12:55.370 --> 00:12:59.060
Are people going through the
sort of play experiences you

00:12:59.060 --> 00:13:01.290
want them to have as they
play their game?

00:13:01.290 --> 00:13:02.920
Because usually when you
create a game, you're

00:13:02.920 --> 00:13:05.410
thinking, oh, like for Settlers
of Catan, you expect

00:13:05.410 --> 00:13:06.950
people to spend a lot of time
talking with each other

00:13:06.950 --> 00:13:09.326
trading things back and forth.

00:13:09.326 --> 00:13:12.960
When you're making Diplomacy,
you expect people to spend a

00:13:12.960 --> 00:13:16.200
lot of time arguing with each
other over well, if you invade

00:13:16.200 --> 00:13:19.060
that country, I'll invade that
country and we'll gang up on

00:13:19.060 --> 00:13:21.280
him and we'll all come out of
the game and then we'll just

00:13:21.280 --> 00:13:25.098
divide four between the two of
us and win while you're making

00:13:25.098 --> 00:13:25.618
secret underhanded arrangements
with the other

00:13:25.618 --> 00:13:28.000
guys, but OK, so he's going to
attack you on this ground, we

00:13:28.000 --> 00:13:32.330
both know that, that sort of
thing, as opposed to, say,

00:13:32.330 --> 00:13:35.192
Transamerica which is just more
putting pieces down and

00:13:35.192 --> 00:13:38.420
it's pretty much independent
play in many ways.

00:13:41.420 --> 00:13:45.612
Usability testing is much more
about how you easy is it for

00:13:45.612 --> 00:13:46.920
people to play your game.

00:13:46.920 --> 00:13:49.150
Do they understand your rules?

00:13:49.150 --> 00:13:50.490
Are the mechanics clear?

00:13:50.490 --> 00:13:53.100
When they sit down and start
sorting out the tokens, can

00:13:53.100 --> 00:13:57.055
they tell which tokens are the
player pieces and which cards

00:13:57.055 --> 00:13:58.056
are which and how
you use those?

00:13:58.056 --> 00:14:01.220
Do the icons on your game
make sense to people?

00:14:01.220 --> 00:14:02.570
Do they understand them?

00:14:02.570 --> 00:14:03.020
Things like that.

00:14:03.020 --> 00:14:06.162
It's not really about whether
or not people like your game

00:14:06.162 --> 00:14:07.400
or are enjoying your game.

00:14:07.400 --> 00:14:11.056
It's about can people understand
your game and start

00:14:11.056 --> 00:14:12.306
playing it.

00:14:14.500 --> 00:14:19.545
So here we go.

00:14:19.545 --> 00:14:23.703
One big problem we run into when
people sit down and we

00:14:23.703 --> 00:14:25.385
have people playing your game
and giving lots of comments,

00:14:25.385 --> 00:14:27.670
this was really fun or this
really sucked, or I hate this

00:14:27.670 --> 00:14:29.080
part where I have to spend
time talking to the other

00:14:29.080 --> 00:14:33.120
players, I want to be able to
stare at just my cards and

00:14:33.120 --> 00:14:36.350
board completely without
interacting with anyone else.

00:14:36.350 --> 00:14:37.710
Focus testers will give you
lots and lots of feedback,

00:14:37.710 --> 00:14:41.140
some of it is useful,
some of it is not.

00:14:41.140 --> 00:14:45.986
And you need to remember that
focus testers are not actually

00:14:45.986 --> 00:14:46.890
people building the game.

00:14:46.890 --> 00:14:47.740
Focus testers are the people
who you are trying to get

00:14:47.740 --> 00:14:52.020
information about your game from
and one problem that we

00:14:52.020 --> 00:14:56.890
often see in experienced game
developers and people making

00:14:56.890 --> 00:15:01.560
games doing is, oh, the focus
tester said we have to make

00:15:01.560 --> 00:15:06.840
the whole game red, quick, let's
make everything red.

00:15:06.840 --> 00:15:11.180
So and that's usually,
that's not a very

00:15:11.180 --> 00:15:11.957
good solution, right?

00:15:11.957 --> 00:15:13.780
Who knows what the problem with
this actually was, but

00:15:13.780 --> 00:15:16.970
what you need to do is find out
why did the players want

00:15:16.970 --> 00:15:18.010
to make everything red?

00:15:18.010 --> 00:15:19.550
Is it because they don't
like the artistic

00:15:19.550 --> 00:15:21.858
design of the game?

00:15:21.858 --> 00:15:22.340
Is it because someone in
the game is colorblind?

00:15:22.340 --> 00:15:26.196
Someone playing the game
currently is colorblind, is

00:15:26.196 --> 00:15:29.088
having a hard time telling
things apart so they'd like

00:15:29.088 --> 00:15:31.304
everything to be the same color
so everyone's having the

00:15:31.304 --> 00:15:32.275
same problem they are.

00:15:32.275 --> 00:15:33.250
I mean, who knows?

00:15:33.250 --> 00:15:37.720
It's hard to tell what
people are thinking.

00:15:37.720 --> 00:15:40.320
When they give you advice, and
when they give you these

00:15:40.320 --> 00:15:41.560
comments, you have to have
some way to filter those

00:15:41.560 --> 00:15:44.260
comments, some way to think
about them and some way to

00:15:44.260 --> 00:15:48.500
decide what actually is the
right reaction to take in view

00:15:48.500 --> 00:15:52.525
of what you want your game to do
and how you want people to

00:15:52.525 --> 00:15:52.660
play the game.

00:15:52.660 --> 00:15:54.887
Since you're the game designers
and developers, you

00:15:54.887 --> 00:15:57.100
have to make those decisions.

00:15:57.100 --> 00:16:00.014
Focus testers can only
give you data.

00:16:00.014 --> 00:16:02.882
You shouldn't ask them to design
your game for you.

00:16:02.882 --> 00:16:05.750
Maybe you actually have good
ideas that you want to use,

00:16:05.750 --> 00:16:08.316
but you want to make sure that
they're good ideas that you do

00:16:08.316 --> 00:16:10.800
want to use.

00:16:10.800 --> 00:16:16.866
So you may notice, these are
both my lectures, and these

00:16:16.866 --> 00:16:20.170
are pictures that Mike
[? Dropho ?] drew for a

00:16:20.170 --> 00:16:21.720
poster, and we love
him so much.

00:16:21.720 --> 00:16:25.150
So in the ideal focus testing
situation, you're really

00:16:25.150 --> 00:16:29.090
trying to get as much data as
you can about your player

00:16:29.090 --> 00:16:32.765
playing the game without
spoiling the information.

00:16:32.765 --> 00:16:36.060
What you'd really like to
recreate in a lot of ways is,

00:16:36.060 --> 00:16:37.826
so you just bought
the game and have

00:16:37.826 --> 00:16:38.610
gotten home, what happens?

00:16:38.610 --> 00:16:43.100
And that's what this picture is
all about, there's somebody

00:16:43.100 --> 00:16:47.240
luring somebody to play the game
without any information.

00:16:53.117 --> 00:17:03.995
So things to think about when
you're planning your focus

00:17:03.995 --> 00:17:09.520
testing is, what are
you testing?

00:17:09.520 --> 00:17:11.900
What questions do
you want to ask?

00:17:11.900 --> 00:17:13.328
What information do you
want to get out of it?

00:17:13.328 --> 00:17:15.940
How are you going to test it?

00:17:15.940 --> 00:17:18.490
How many players do you need?

00:17:18.490 --> 00:17:21.170
What kind of interactions
do you want to see?

00:17:21.170 --> 00:17:24.554
On the backhand, who are
you testing with?

00:17:24.554 --> 00:17:26.582
What kind of people are going
to make your game?

00:17:26.582 --> 00:17:30.912
Are you making a game for
children age 9 to 15?

00:17:30.912 --> 00:17:33.407
Are you making it for
college-age students?

00:17:33.407 --> 00:17:37.648
Are you making a game that you
think that older players will

00:17:37.648 --> 00:17:38.896
want to play?

00:17:38.896 --> 00:17:41.391
Because if you're making a game
that you think is going

00:17:41.391 --> 00:17:43.387
to be popular with the senior
citizens market, testing it

00:17:43.387 --> 00:17:45.882
with a bunch of elementary
school kids probably isn't

00:17:45.882 --> 00:17:48.876
going to go very will.

00:17:48.876 --> 00:17:52.312
Trivial Pursuit Classic Edition,
a game that came out

00:17:52.312 --> 00:17:56.130
about 20-odd years ago, I
suspect that if you sat down a

00:17:56.130 --> 00:18:00.082
group of high school students
with it and had them play it,

00:18:00.082 --> 00:18:00.786
about three quarters of the
questions they'd just stare at

00:18:00.786 --> 00:18:05.022
you and be like, I've
never heard of that.

00:18:05.022 --> 00:18:09.468
So, that's certainly where
the audience comes in.

00:18:09.468 --> 00:18:14.408
So, the what, planning out the
questions that you think

00:18:14.408 --> 00:18:15.396
you're going to get
information for.

00:18:15.396 --> 00:18:19.350
When you know what information
for focus testing, it's a lot

00:18:19.350 --> 00:18:22.630
easier to know what to keep
track of, how to take notes,

00:18:22.630 --> 00:18:25.981
what reactions you're most
interested in as people are

00:18:25.981 --> 00:18:27.238
playing the game.

00:18:27.238 --> 00:18:30.136
So, what questions are
you going to ask?

00:18:30.136 --> 00:18:32.080
What data it takes to answer
your question?

00:18:32.080 --> 00:18:33.930
And how are you going
to get that data?

00:18:33.930 --> 00:18:35.220
Are you going to go all through

00:18:35.220 --> 00:18:36.780
observation taking notes?

00:18:36.780 --> 00:18:38.620
Are you going to just step
in and out of questions?

00:18:38.620 --> 00:18:42.249
So why did you move that
character from there, just out

00:18:42.249 --> 00:18:43.873
of curiosity I'm wondering
why you made that move.

00:18:43.873 --> 00:18:46.308
Will you tell me about it?

00:18:46.308 --> 00:18:49.230
Or, you can ask them to fill
out a questionnaire

00:18:49.230 --> 00:18:49.717
at the end of it.

00:18:49.717 --> 00:18:53.126
Depending on what data
you want, different

00:18:53.126 --> 00:18:54.610
methods will work best.

00:18:54.610 --> 00:19:01.684
In general, usually the best way
to do it is observation.

00:19:01.684 --> 00:19:05.636
As soon as you ask someone
questions, you sort of perturb

00:19:05.636 --> 00:19:08.366
the system and when you ask
them to fill out a survey,

00:19:08.366 --> 00:19:09.930
it's after they've done it.

00:19:09.930 --> 00:19:12.030
They've kind of forgotten
what they were doing.

00:19:12.030 --> 00:19:14.520
They may not exactly remember,
and to be perfectly honest,

00:19:14.520 --> 00:19:15.530
people would really rather
play your game

00:19:15.530 --> 00:19:17.140
than fill out a form.

00:19:17.140 --> 00:19:21.650
So they'll be more engaged
more interested and more

00:19:21.650 --> 00:19:24.606
interactive when they're playing
a game and that's when

00:19:24.606 --> 00:19:25.770
you're going to get
your best data.

00:19:25.770 --> 00:19:28.190
But there are times when you
want to ask someone something

00:19:28.190 --> 00:19:29.920
sort of analytical and you
don't want someone to be

00:19:29.920 --> 00:19:32.910
thinking analytically while
they're playing the game in a

00:19:32.910 --> 00:19:35.614
lot of ways , and so there are
times when that reflection

00:19:35.614 --> 00:19:39.125
comes out so much better and
it's better to have that

00:19:39.125 --> 00:19:40.320
written down and get it
in your own words.

00:19:40.320 --> 00:19:44.505
STUDENT: You would hope it plays
better than a survey.

00:19:44.505 --> 00:19:46.920
SARA VERRILLI: If your game is
better than a survey, you

00:19:46.920 --> 00:19:51.358
probably already observed a
problem right there and you're

00:19:51.358 --> 00:19:53.310
probably glad you found it.

00:19:57.230 --> 00:19:58.390
So how?

00:19:58.390 --> 00:20:01.030
In order to get all that data,
you're going to have to

00:20:01.030 --> 00:20:03.250
actually interact with the user,
someone who's never seen

00:20:03.250 --> 00:20:06.300
your game before, someone who
doesn't actually care whether

00:20:06.300 --> 00:20:08.550
or not you get good
information out of

00:20:08.550 --> 00:20:09.250
playing this game.

00:20:09.250 --> 00:20:11.330
They came here to sit down and
play the game, and while they

00:20:11.330 --> 00:20:14.260
would like to help you by giving
you information, that's

00:20:14.260 --> 00:20:17.030
not their primary goal
in a lot of ways.

00:20:17.030 --> 00:20:19.074
Usually, their primary goal is
to sit down, and play the

00:20:19.074 --> 00:20:19.190
game, and have a good time.

00:20:19.190 --> 00:20:21.610
So you need to be able to
structure the interaction with

00:20:21.610 --> 00:20:25.210
them so that getting the
data to you is as

00:20:25.210 --> 00:20:27.310
easy for them as possible.

00:20:27.310 --> 00:20:30.115
So we need to think about what
this player needs before he or

00:20:30.115 --> 00:20:30.740
she sits down to play.

00:20:30.740 --> 00:20:32.464
Usually, in a board game
or a card game,

00:20:32.464 --> 00:20:33.990
that's the set of rules.

00:20:33.990 --> 00:20:36.520
In a computer, it's
always trickier.

00:20:36.520 --> 00:20:39.700
Usually when we're bringing in
people to test the first

00:20:39.700 --> 00:20:42.690
prototypes, we have a game that
works, but we don't have

00:20:42.690 --> 00:20:43.490
any instructions in game.

00:20:43.490 --> 00:20:45.390
If we're going to have a
tutorial or anything like

00:20:45.390 --> 00:20:48.080
that, that's usually one of the
last things that goes in.

00:20:48.080 --> 00:20:50.620
So when you're testing computer
games early in the

00:20:50.620 --> 00:20:53.170
process, usually you end up
sitting down and writing out,

00:20:53.170 --> 00:20:54.820
well, this is what the tutorial
would look like if we

00:20:54.820 --> 00:20:57.120
had it, so read this and then
sit down and play it.

00:20:57.120 --> 00:20:59.005
With board games and card games,
it's actually a little

00:20:59.005 --> 00:21:01.610
bit easier, because you can say,
a ha, this is the rules

00:21:01.610 --> 00:21:03.530
that are going to package
with the games.

00:21:03.530 --> 00:21:05.810
Give you the rules, step back
and see what happens.

00:21:05.810 --> 00:21:07.920
So, it's actually an
easier aspect for

00:21:07.920 --> 00:21:10.330
testing board games.

00:21:10.330 --> 00:21:14.636
And finally, treat the
players politely.

00:21:14.636 --> 00:21:16.995
When they find a misspelling
in your rules or when they

00:21:16.995 --> 00:21:20.050
discover that you've left out
six of the key cards to play

00:21:20.050 --> 00:21:23.005
the game, oh, yeah, you're
right, thank you for pointing

00:21:23.005 --> 00:21:25.868
that out, I wouldn't have
noticed that if you hadn't

00:21:25.868 --> 00:21:26.260
shown it to me.

00:21:26.260 --> 00:21:28.255
Whether you would have or not
doesn't really matter.

00:21:28.255 --> 00:21:30.490
They're doing you a favor by
playing your game that isn't

00:21:30.490 --> 00:21:33.460
quite working well, so you want
them to know that their

00:21:33.460 --> 00:21:37.557
contribution is invaluable and
you appreciate the time and

00:21:37.557 --> 00:21:38.807
effort they've put into it.

00:21:42.850 --> 00:21:46.110
A few things, the more they talk
about your game and the

00:21:46.110 --> 00:21:48.390
mechanics they find that break
or that do or don't work,

00:21:48.390 --> 00:21:51.482
that's all data right there,
That's all great.

00:21:51.482 --> 00:21:54.077
Another great advantage of
testing board games is you

00:21:54.077 --> 00:21:56.240
usually get groups of players,
like two or three or four

00:21:56.240 --> 00:21:59.520
players, and when you have
multiple players, they'll talk

00:21:59.520 --> 00:22:00.526
to each other about it.

00:22:00.526 --> 00:22:01.080
Oh, I noticed this.

00:22:01.080 --> 00:22:03.390
Did you notice this strategy?

00:22:03.390 --> 00:22:05.115
Yeah, I did, but I noticed that
if you add that strategy

00:22:05.115 --> 00:22:07.780
that you can do this thing and
this other thing and that's

00:22:07.780 --> 00:22:09.240
all really neat.

00:22:09.240 --> 00:22:10.926
When you're testing
single-player computer games

00:22:10.926 --> 00:22:13.940
like we usually do in the summer
program, you've got a

00:22:13.940 --> 00:22:15.990
single user that is sitting
there between

00:22:15.990 --> 00:22:17.020
them and the computer.

00:22:17.020 --> 00:22:19.735
You have to watch and figure
out what they're thinking.

00:22:19.735 --> 00:22:22.776
When you have a group, it's not
usually that hard to get

00:22:22.776 --> 00:22:24.553
them talking about what they're
doing and what they're

00:22:24.553 --> 00:22:27.347
thinking, and so that's a
really good way to try

00:22:27.347 --> 00:22:29.073
and get more data.

00:22:34.020 --> 00:22:38.215
So yeah, here's sort
of the end summary.

00:22:38.215 --> 00:22:40.100
Have a specific question
and questions in mind.

00:22:40.100 --> 00:22:43.380
Know what you're doing in focus
testing, know why you're

00:22:43.380 --> 00:22:44.330
doing usability testing.

00:22:44.330 --> 00:22:48.150
If you don't know what you're
trying to test for, then your

00:22:48.150 --> 00:22:50.370
data is going to be a
lot harder to figure

00:22:50.370 --> 00:22:51.220
out what to do with.

00:22:51.220 --> 00:22:53.810
So you always want to we have
that question in mind.

00:22:53.810 --> 00:22:55.250
That's actually a
really big one.

00:22:55.250 --> 00:22:59.974
What data you need to answer
that question so you can

00:22:59.974 --> 00:23:03.040
collect it and know how to
collect it, and make sure that

00:23:03.040 --> 00:23:05.750
you can give the information to
the players, a standardized

00:23:05.750 --> 00:23:08.925
set of information to the
players and step away so

00:23:08.925 --> 00:23:11.200
you're not sort of coloring
the information and giving

00:23:11.200 --> 00:23:13.770
them the things you're talking
about by, oh I forgot to

00:23:13.770 --> 00:23:17.290
mention, oh and did I say, so
you've actually got sort of a

00:23:17.290 --> 00:23:23.635
standardized standard size play
group scenario set down.

00:23:23.635 --> 00:23:26.605
OK, I think that's actually
what [? I came for. ?]

00:23:29.580 --> 00:23:33.496
PROFESSOR: So a couple of
words about when to be

00:23:33.496 --> 00:23:37.104
testing, which is really
as soon as possible.

00:23:37.104 --> 00:23:40.540
Usually, before you think it's
possible, you should be

00:23:40.540 --> 00:23:44.780
already starting to plan your
fist test because at that

00:23:44.780 --> 00:23:47.228
point, you're probably going for
the lowest-hanging fruit,

00:23:47.228 --> 00:23:50.216
which will be probably somebody
else in this class

00:23:50.216 --> 00:23:53.900
because they're going to give
you feedback anyways, you can

00:23:53.900 --> 00:23:56.340
use that favor in exchange.

00:23:56.340 --> 00:23:59.480
The whole point of making
testing as simple as possible

00:23:59.480 --> 00:24:02.830
is you want to be able to get
information while you still

00:24:02.830 --> 00:24:08.550
have time to fix it, to do
something with that data.

00:24:08.550 --> 00:24:12.050
What has happened a lot of times
in this class is we have

00:24:12.050 --> 00:24:15.650
a project team where they come
up with a game requires say,

00:24:15.650 --> 00:24:20.100
generating so many cards or that
they're going to spend

00:24:20.100 --> 00:24:23.150
most of the project deadline
actually creating those cards.

00:24:23.150 --> 00:24:26.710
They'll test it, but they'll
test it on themselves because

00:24:26.710 --> 00:24:28.830
the team already gets
it and they're not

00:24:28.830 --> 00:24:29.720
looking for other people.

00:24:29.720 --> 00:24:34.696
They have a plan to ask their
friends to come in for a

00:24:34.696 --> 00:24:35.374
specific time, they've
set aside an hour or

00:24:35.374 --> 00:24:36.330
something like that.

00:24:36.330 --> 00:24:39.200
So what happens is that the
last week comes around and

00:24:39.200 --> 00:24:41.270
they start playing it with
people who haven't seen the

00:24:41.270 --> 00:24:44.020
game before and then discovered
problems.

00:24:44.020 --> 00:24:45.970
Unfortunately, the game
has 100 cards that all

00:24:45.970 --> 00:24:48.350
now need to be fixed.

00:24:48.350 --> 00:24:50.540
This is a problem because
you just discovered

00:24:50.540 --> 00:24:52.826
that problem too late.

00:24:52.826 --> 00:24:54.730
A couple of ways to handle
that, though, one, don't

00:24:54.730 --> 00:24:59.236
decide on a game where making
changes across the entire game

00:24:59.236 --> 00:25:02.140
is going to take you more time
than to test it because that's

00:25:02.140 --> 00:25:04.820
going to make it impossible
to fix anything.

00:25:04.820 --> 00:25:06.910
But the other one is
just testing early.

00:25:06.910 --> 00:25:10.335
As soon as you've got a couple
of key mechanics down, sure

00:25:10.335 --> 00:25:12.580
you are planning to play
this game with 100

00:25:12.580 --> 00:25:15.360
cards, start with 20.

00:25:15.360 --> 00:25:19.150
Start with a small of group of
cards, hence your core can see

00:25:19.150 --> 00:25:20.540
people and understand that
they're going to discover

00:25:20.540 --> 00:25:24.190
things in the production of
those 20 cards and in the

00:25:24.190 --> 00:25:27.160
testing of those 20 cards that
maybe you don't want to be

00:25:27.160 --> 00:25:31.790
doing for the next test and you
can redo those 20 cards

00:25:31.790 --> 00:25:33.930
pretty quickly the way that
you can't redo 100 cards.

00:25:33.930 --> 00:25:35.280
Just an example.

00:25:35.280 --> 00:25:38.530
I'm really not encouraging
people to do a 100-card game,

00:25:38.530 --> 00:25:39.805
by the way.

00:25:39.805 --> 00:25:41.986
A regular poker deck, 52 cards,
that's all you need for

00:25:41.986 --> 00:25:43.236
a really interesting game.

00:25:45.600 --> 00:25:47.760
Let's see.

00:25:47.760 --> 00:25:50.140
Some other things.

00:25:50.140 --> 00:25:53.520
Say you're doing a test,
but it's not with

00:25:53.520 --> 00:25:54.880
your entire team present.

00:25:54.880 --> 00:25:59.620
Say it's just you and your
teammates are all living in

00:25:59.620 --> 00:26:02.700
different dorms and you
decided to play with

00:26:02.700 --> 00:26:03.120
those in your dorm.

00:26:03.120 --> 00:26:05.370
That's great, because it's a
cool game and you've got your

00:26:05.370 --> 00:26:08.060
feedback, how do you
communicate that

00:26:08.060 --> 00:26:09.020
back to your team?

00:26:09.020 --> 00:26:11.890
I talked a little bit about
writing up a little report,

00:26:11.890 --> 00:26:14.976
but here's a couple of other
tips because one thing you

00:26:14.976 --> 00:26:17.520
have to remember is that chances
are, every single idea

00:26:17.520 --> 00:26:19.400
in the game, somebody in your
team is probably really

00:26:19.400 --> 00:26:22.970
passionate about it and what
you're basically trying to do

00:26:22.970 --> 00:26:25.733
is try to convince someone in
your team that maybe this idea

00:26:25.733 --> 00:26:27.550
should be changed.

00:26:27.550 --> 00:26:30.370
And your game will probably be
better for it, but there are

00:26:30.370 --> 00:26:33.470
some tactful was of
telling that.

00:26:33.470 --> 00:26:36.900
So let's see.

00:26:36.900 --> 00:26:39.680
Keep it short, this also applies
to book reports.

00:26:39.680 --> 00:26:42.580
I talked about you giving people
enough information to

00:26:42.580 --> 00:26:46.710
reproduce what the problem was
so that they can understand

00:26:46.710 --> 00:26:49.940
the state of the game and why
the problem is occurring.

00:26:49.940 --> 00:26:53.380
And the flip side of that is not
too much information, not

00:26:53.380 --> 00:26:56.320
more information than is
necessary to keep it short.

00:26:56.320 --> 00:26:59.870
Little [? farm ?] codes, give
them something that's easy for

00:26:59.870 --> 00:27:01.220
people to scan.

00:27:01.220 --> 00:27:04.149
Don't make them read and essay
for them to figure out what

00:27:04.149 --> 00:27:06.250
comments will be solved.

00:27:06.250 --> 00:27:08.610
Now actually, one thing to keep
in mind and if you keep

00:27:08.610 --> 00:27:12.060
in mind and think about what
Sara said earlier about the

00:27:12.060 --> 00:27:14.470
data that you decide to collect,
one problem with

00:27:14.470 --> 00:27:16.850
board games is with all the
interesting conversations

00:27:16.850 --> 00:27:19.960
happening around the table and
multiple players suggesting

00:27:19.960 --> 00:27:22.992
strategies to each other, you
can come up with reams of

00:27:22.992 --> 00:27:24.390
notes in a single play
test session.

00:27:24.390 --> 00:27:29.180
How do you decide to digest
that is really important.

00:27:29.180 --> 00:27:33.735
And you're the only person
there and you're the only

00:27:33.735 --> 00:27:35.611
person on your team, you need
to try to let the rest

00:27:35.611 --> 00:27:36.840
of your team know.

00:27:36.840 --> 00:27:39.050
You need to put in the work
of digesting all of that

00:27:39.050 --> 00:27:43.860
information before necessarily
giving it over to your team.

00:27:43.860 --> 00:27:47.780
SARA VERRILLI: One possible
solution also is you can get

00:27:47.780 --> 00:27:52.680
permission from play testers
for a tape recorder.

00:27:52.680 --> 00:27:56.476
Just get a digital recorder
and record all of the

00:27:56.476 --> 00:27:59.060
conversation as it goes on.

00:27:59.060 --> 00:28:01.596
PROFESSOR: But you still want
to pick out the keys, you

00:28:01.596 --> 00:28:04.090
don't want to revisit the
entire conversation.

00:28:04.090 --> 00:28:07.873
Because if the game took an
hour, and every single one of

00:28:07.873 --> 00:28:11.240
your team members visits, by now
you've lost three hours.

00:28:11.240 --> 00:28:14.350
So you want to find that, do
that little bit of work to

00:28:14.350 --> 00:28:16.580
save yourself the detail.

00:28:16.580 --> 00:28:19.570
But that's the way because you
can focus, you can take down

00:28:19.570 --> 00:28:23.110
notes on the main points and
just let the tape recorder

00:28:23.110 --> 00:28:26.370
record all the details so that
you don't have to worry about

00:28:26.370 --> 00:28:29.295
recording and really, the main
points are the things that you

00:28:29.295 --> 00:28:30.130
want to make sure you get
across to your team.

00:28:30.130 --> 00:28:32.526
The tape recorder is
just evidence.

00:28:32.526 --> 00:28:37.460
You could use video depending on
who you're recording with.

00:28:37.460 --> 00:28:40.604
Sometimes people get kind
of antsy when they

00:28:40.604 --> 00:28:41.880
know there's a camera.

00:28:41.880 --> 00:28:43.109
That being said--

00:28:43.109 --> 00:28:48.099
SARA VERRILLI: And also, just
put the video tilted at the

00:28:48.099 --> 00:28:48.941
board so you're not recording
the players, you're

00:28:48.941 --> 00:28:49.097
recording the game.

00:28:49.097 --> 00:28:50.842
PROFESSOR: Actually webcams
are really good for

00:28:50.842 --> 00:28:51.093
that sort of thing.

00:28:51.093 --> 00:28:51.592
SARA VERRILLI: Yeah.

00:28:51.592 --> 00:28:55.782
PROFESSOR: You don't run out of
tape, just record straight

00:28:55.782 --> 00:28:56.083
to hard drive.

00:28:56.083 --> 00:28:56.582
SARA VERRILLI: Easy to fast
forward through, also.

00:28:56.582 --> 00:29:00.740
PROFESSOR: Yeah, with
your editing tools.

00:29:00.740 --> 00:29:02.560
Let's see.

00:29:02.560 --> 00:29:05.820
So when you're reporting to
other people, think like

00:29:05.820 --> 00:29:08.640
bullet points for instance.

00:29:08.640 --> 00:29:13.410
Huge long paragraphs of
prose, not so much.

00:29:13.410 --> 00:29:14.490
Let's see.

00:29:14.490 --> 00:29:16.930
Try to avoid using the following
words, broken,

00:29:16.930 --> 00:29:25.000
problem, unusable, confusing,
kind of odd, you can get more

00:29:25.000 --> 00:29:27.680
specific than that, but these
are words that kind of like

00:29:27.680 --> 00:29:31.150
imply not only is there a
problem, someone made a

00:29:31.150 --> 00:29:34.900
mistake in his design
of the game.

00:29:34.900 --> 00:29:39.589
And truth be told, most of the
time it wasn't a mistake, you

00:29:39.589 --> 00:29:41.923
just didn't have the complete
play testing, you probably

00:29:41.923 --> 00:29:42.740
just had the designer.

00:29:42.740 --> 00:29:44.575
But you don't want to make
someone feel like they've made

00:29:44.575 --> 00:29:49.060
a mistake because that makes
them defensive and then

00:29:49.060 --> 00:29:51.814
they're going to try to defend
how what they wrote in the

00:29:51.814 --> 00:29:55.230
first place is actually correct,
which is actually not

00:29:55.230 --> 00:29:56.480
correct either.

00:29:58.850 --> 00:30:01.934
You can talk about features
that need attention.

00:30:01.934 --> 00:30:06.774
With attention, this feature
could be confused.

00:30:06.774 --> 00:30:10.270
I guess that's actually
on the edge there.

00:30:10.270 --> 00:30:18.722
So but just generally, pick your
words carefully and one

00:30:18.722 --> 00:30:23.024
thing that Sara mentioned
earlier was that testers are

00:30:23.024 --> 00:30:26.080
not designers and key designers
are actually not a

00:30:26.080 --> 00:30:27.397
good testing team.

00:30:27.397 --> 00:30:31.728
So for the most part, you are
immediately going to exclude

00:30:31.728 --> 00:30:34.737
yourself from your target
audience because you know too

00:30:34.737 --> 00:30:35.010
much of the game.

00:30:35.010 --> 00:30:36.590
This is also covered
in your book.

00:30:36.590 --> 00:30:39.210
As soon as you've played through
your game once or

00:30:39.210 --> 00:30:40.290
twice, that's it.

00:30:40.290 --> 00:30:41.800
Your kind of work is finished.

00:30:41.800 --> 00:30:46.626
You can still be a good
technical tester, I guess.

00:30:46.626 --> 00:30:49.914
You can still check whether some
mechanics are working the

00:30:49.914 --> 00:30:53.240
way that you want to work, but
you can't tell whether the

00:30:53.240 --> 00:30:55.232
dynamics in your settings
are working anymore.

00:30:55.232 --> 00:30:58.718
You have to get your
focus testing done.

00:30:58.718 --> 00:31:02.204
SARA VERRILLI: You also really
can't tell, you can never

00:31:02.204 --> 00:31:05.690
tell-- you can never share
your usability tester.

00:31:05.690 --> 00:31:07.184
It will always make
sense to you.

00:31:07.184 --> 00:31:10.504
It's amazing that what makes
sense to you is completely

00:31:10.504 --> 00:31:14.156
incomprehensible to the very
intelligent person you give

00:31:14.156 --> 00:31:15.152
the game to.

00:31:15.152 --> 00:31:16.397
Really, truly, I've
been thinking

00:31:16.397 --> 00:31:17.144
about this one myself.

00:31:17.144 --> 00:31:22.124
PROFESSOR: Usability testing,
by the way, is one of those

00:31:22.124 --> 00:31:24.655
things that even if you only
have the chance to do a pop-up

00:31:24.655 --> 00:31:29.170
partial test like, all I have
is this one card, the game's

00:31:29.170 --> 00:31:34.130
not complete, but grab someone
walking down the corridor on

00:31:34.130 --> 00:31:37.939
the way to the washroom and say,
come in here and take a

00:31:37.939 --> 00:31:38.980
look at this thing
I'm working on.

00:31:38.980 --> 00:31:39.950
Even that is better
information.

00:31:39.950 --> 00:31:42.990
STUDENT: Hey kid,
come in here.

00:31:42.990 --> 00:31:46.120
Come in here, I have something
to show you?

00:31:46.120 --> 00:31:46.590
I have a surprise for you.

00:31:46.590 --> 00:31:47.530
[LAUGHTER]

00:31:47.530 --> 00:31:51.220
SARA VERRILLI: Actually, you
can get going testing for

00:31:51.220 --> 00:31:52.090
[? serious. ?]

00:31:52.090 --> 00:31:54.175
STUDENT: Free candy.

00:31:54.175 --> 00:31:56.676
PROFESSOR: [? Mona ?] actually
calls it employee kidnapping.

00:31:56.676 --> 00:31:59.870
[LAUGHTER]

00:31:59.870 --> 00:32:07.400
Of course, he's the creative
director, so he can do that.

00:32:07.400 --> 00:32:10.786
SARA VERRILLI: It works best
if you're accosting people

00:32:10.786 --> 00:32:13.370
whom you have power over.

00:32:13.370 --> 00:32:14.610
PROFESSOR: The audio thing, by
the way, is one of those

00:32:14.610 --> 00:32:17.730
things that could be really
useful if people are difficult

00:32:17.730 --> 00:32:18.580
[? pundits ?].

00:32:18.580 --> 00:32:22.415
And so it might be one of those
things that you want to

00:32:22.415 --> 00:32:25.880
keep in reserve, it's like, OK,
there is a problem here

00:32:25.880 --> 00:32:28.005
and the team goes, I don't think
there's a problem here.

00:32:28.005 --> 00:32:30.280
I don't understand why anyone's
having problems here.

00:32:30.280 --> 00:32:35.522
Then you quit, because it's
kind of a bludgeon

00:32:35.522 --> 00:32:37.560
actually on the team.

00:32:37.560 --> 00:32:40.410
On one hand, if you have a good
agent team, they're going

00:32:40.410 --> 00:32:43.400
hear it and go, oh my god, we
have a problem and immediately

00:32:43.400 --> 00:32:44.417
try to fix it.

00:32:44.417 --> 00:32:45.770
But it's awesome.

00:32:45.770 --> 00:32:50.868
On the other hand, it's like,
well, do you need to do a

00:32:50.868 --> 00:32:54.510
recording for every single
offer that we have?

00:32:54.510 --> 00:32:55.730
That's something to
be known about, so

00:32:55.730 --> 00:32:57.456
keep that in reserve.

00:33:01.210 --> 00:33:03.010
I think that's pretty much it.

00:33:09.310 --> 00:33:12.610
I have an exercise, but I
think [UNINTELLIGIBLE]

00:33:12.610 --> 00:33:14.410
so I can turn that off.

00:33:18.010 --> 00:33:19.810
Do you have any questions
while I

00:33:19.810 --> 00:33:21.310
graph the data segments?

00:33:21.310 --> 00:33:21.610
No?

00:33:21.610 --> 00:33:22.860
OK.