Saturday, 11 October 2014

Interactive Prototype 2 (Makey-Makey prototype) - feedback of testing



During the test session, I had 8 people tested my Makey-Makey prototype of The Hurt Locker. And through their feedback on the questionnaire, I found out that none of them have ever played any bomb defusing game which allows them to physically cut the wires. This indicates that this should be very fresh and fascinating to them. Also their response has proved my worry about the size of the computer interface was totally unnecessary, the vast majority of the tester think it is appropriate. Moreover, all the tester agreed that the feedback provided by the computer interface was clear.

However, some tester did point out that making the wire layout totally random, which make it a game of luck do reduce the fun of the game to some extent, they hope there is some way they can speculate which wire is which. An existing solution of this problem is that the locations of different wires are set by your opponent, and you can ask your opponent one true or false question before you cut each wire to help you locate the bomb or disarm wires. But I will still be working on an alternative solution, which involves the computer give the user feedback to help locating different wires, something very similar to the mechanism in the game Minesweeper. I will finally decide which solution to implement and demonstrate it in my final prototype.


Besides, some tester think the game is so quiet for this kind of topic. I will definitely add some sound effect to reinforce the feedback user get when they cut a wire, hope this will help keeping them excited. I was also suggested that there should be some clear signal to show up when the user loses or wins the game, for instance some animations. I will also be working on that to make a prototype that is fully functional and usable.

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