Thinking all the time - the THiNK Blog

Eye tracking and User Experience for Game Play

March 5th, 2010
 
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.

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

Eye Tracking, Psycho-physiology & In-Game Advertising

February 17th, 2010
 
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.

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