heuristic evaluation on deadball specialist - method & results
DESCRIPTION
I will be conducting a short heuristic analysis on Deadball Specialist HD for the iPad. This game was developed by Full Fat Games.This document includes details on the method utilised and the results from the evaluation.TRANSCRIPT
Heuristic Evaluation Deadball Specialist HD
About me I am a Thomas Davies; a 20 year old Creative Computing undergraduate studying at
Coventry University, with an interest in UX and IxD.
IntroductionI will be conducting a short heuristic analysis on
Deadball Specialist HD for the iPad. This game
was developed by Full Fat Games.
The AppDeadball Specialist HD is a football-based game
that challenges users to hit targets past a wall of
defenders. There are two game modes; Quickfire
and Challenges. In Quickfire mode, the user has
to score as many points within 60 seconds. In
Challenges mode, the user has as long as they
want, but the targets are harder to hit. The iPad-
only (non-universal) game has support for the
OpenFient network, allowing users to compete
against their friends and users around the world
as well as share their scores to Twitter and
Facebook.
The MethodThis usability inspection method allows for a quick and cheap evaluation of an interface.
Originally crafted by Jakob Nielsen, it has grown to become a popular inspection method
due to its versatility in terms of being able to evaluate interfaces throughout the entire
design phase, from lo-fi prototypes to published apps.
Nielsen recommends a two pass method of analysis, with the first pass ‘intended to get a
feel for the flow of the interaction and the general scope of the system’ while the second
pass ‘allows the evaluator to focus on specific interface elements’. Each issue in the
application will be given a severity rating based on the heuristic it contravenes.
The EquipmentDevice: iPad 16GB - Wi-Fi
iOS Version: 3.2
Usage: For completing all the tests
Severity RatingWhile conducting a heuristic evaluation, a severity rating system is vital for the overall
success of the project. During the analysis stage, these ratings will be judged on the three
factors suggested by Nielsen; the frequency of the issue, the overall impact of the
problem, and the persistence of the usability flaw.
Rating
Low
Moderate
High
Description
Cosmetic or minor usability issue that can easily
be resolved by the user.
A significant usability issue that should be fixed
before release as it could affect a large proportion
of users.
Usability issue makes the system unusable or will
affect the majority of users and must be fixed
immediately.
The HeuristicsFor this heuristic evaluation, I will be using Jakob Nielsen’s ‘10 Usability Heuristics’. Even
though they were designed in the 1990s for desktop computing, these principles are still
relevant to modern, touchscreen-based applications.
Heuristic
Visibility of system status
Match between system and the real
world
Description
The system should always keep users informed
about what is going on, through appropriate
feedback within reasonable time.
The system should speak the users' language,
with words, phrases and concepts familiar to the
user, rather than system-oriented terms. Follow
real-world conventions, making information
appear in a natural and logical order.
The Heuristics continuedHeuristic
User control and freedom
Consistency and standards
Error prevention
Description
Users often choose system functions by mistake
and will need a clearly marked "emergency exit"
to leave the unwanted state without having to go
through an extended dialogue. Support undo and
redo.
Users should not have to wonder whether
different words, situations, or actions mean the
same thing. Follow platform conventions.
Even better than good error messages is a careful
design which prevents a problem from occurring
in the first place. Either eliminate error-prone
conditions or check for them and present users
with a confirmation option before they commit to
the action.
The Heuristics continuedHeuristic
Recognition rather than recall
Flexibility and efficiency of use
Description
Minimise the user's memory load by making
objects, actions, and options visible. The user
should not have to remember information from
one part of the dialogue to another. Instructions
for use of the system should be visible or easily
retrievable whenever appropriate.
Accelerators -- unseen by the novice user -- may
often speed up the interaction for the expert user
such that the system can cater to both
inexperienced and experienced users. Allow users
to tailor frequent actions.
The Heuristics continuedHeuristic
Aesthetic and minimalist design
Flexibility and efficiency of use
Help and documentation
Description
Dialogues should not contain information which is
irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the
relevant units of information and diminishes their
relative visibility.
Error messages should be expressed in plain
language (no codes), precisely indicate the
problem, and constructively suggest a solution.
Even though it is better if the system can be used
without documentation, it may be necessary to
provide help and documentation. Any such
information should be easy to search, focused on
the user's task, list concrete steps to be carried
out, and not be too large.
Tap to PlayViolation: Aesthetic and minimalist design
Severity Rating: Low
Description
The 'Tap to Play' introduction screen adds
unnecessary complexity to the app loading
process. The user has already had to wait 5
seconds for the app to load, and this additional
screen merely slows their progress. If they
decided to open your app, then they clearly
wanted to play the game, making this screen
irrelevant.
Recommendation
Remove this screen from the app. After the app
has loaded, elegantly transition the user from the
splash screen to the menu.
Disable Ti lt and Invert Swerve Violation: Consistency & standards
Severity Rating: Moderate
Description
The ‘Disable Tilt’ and ‘Invert Swerve’
buttons do not conform to iOS
s tandards . The two bu t tons
effectively act as an On/Off switch,
and the red border after selection
does not indicate whether the option
is activated or not. Moreover, these
two options look exactly the same
as the ‘Credits’ button but act
completely differently.
Disable Ti lt and Invert SwerveRecommendation
Remove the buttons and replace with the Switch UI element.
ON
OFF
Disable Tilt
Invert Swerve1
1 Standard iOS switch element. Users already know how to interact with this element.
2
2 Credits button is now visually different to the above options. It is clearer to users that this will produce a different result.
Audio SettingsViolation: Match between system
and the real world
Severity Rating: Moderate
Description
There are no labels on these sound
sliders so therefore it is difficult to
know what they change. While you
get audio feedback from the one on
the right - suggesting this is for the
background music? - the left-hand
side slider provides no audio
feedback. I can only presume the
one on the left changes the sound
effects, but it is still unclear.
1 3
21 1 What does th is symbol mean? It has nothing to do with sound effects.
2 Is this for music?
3 This symbol means high volume but it is placed at the bottom of the slider.
Audio SettingsRecommendation
Make the audio sliders horizontal so more information can be displayed, and place them
underneath the ‘Player Name’ box.
Background Music
In-Game Sound Effects
1
2 3
1 Titles make it clearer to users what the slider changes.
2 Clearly indicates that moving the slider to that icon will reduce audio.
3 Clearly indicates that moving the slider to that icon will increase audio.
End of GameViolation: Consistency and
standards, Error prevention
Severity Rating: Moderate
Description
The ‘Next Level’ and ‘Exit to Menu’
buttons are visibly similar, yet
provide differing actions. One allows
the user to progress through the
game, while the other exits that
game, sending the user to the main
menu screen. Also, the ‘Exit to
Menu’ button is very close to the
other two options, possibly allowing
for accidental taps.
1
2
1 The button used to progress to the next level is coloured red; the same colour as the destructive 'Exit to Menu' button.
2 Small gap between the 'Retry' and 'Exit to Menu' buttons. Users could easily select the wrong option and end the game.
End of GameRecommendation
Alter the ‘Next Level’ button so that it has a green background and distance the ‘Exit to
Menu’ button from the ‘Next Level’ and ‘Retry’ buttons.
Retry
Next Level
Exit to Menu
1
2
1 The button colour correctly reflects the action. Easily distinguishable from the 'Exit to Menu' button.
2 Button is now a fair distance away from the other two. Will limit the amount of accidentally taps on the 'Exit to Menu' button.
Reset DataViolation: Consistency & standards
Severity Rating: High
Description
The Reset Data screen can allow for
very destructive actions, yet it
p r o v i d e s l i t t l e i n f o r m a t i o n
concerning what data will be
removed. Moreover, the buttons
chosen are incorrectly coloured, as
red shou ld be used fo r the
destructive action; not green.
1
1 The colour green should not be used when the command is destructive. Using green and the tick suggests this action is positive.
Examples of Destructive Buttons - Twitterrific & Notes
Reset DataRecommendation
Provide more information concerning what data will be removed, change the colour of the
buttons and have the buttons state what action they will do upon selection.
1 Use the word 'Delete' instead of 'Reset' to emphasise what will happen when they confirm the option.
2 Provides some context on what information will be lost.
3 The destructive button is now coloured red to heighten its importance. The button text actually states what the user will doing.
No Delete Data3
Are you sure you want to delete the data?
You will lose all your top scores2
1
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