Games user research and user experience design
This section discusses user experience research and design applied to video games.
It includes:
- introductory content about user research related to games.
- UX concept, methods, tools and frameworks relevant in games.
- Case studies, post mortems and game analysis.
- thoughts on user research and user experience applied to the games industry.
Articles on this topic
Indie Game Business Motivation talk by Diego Ricchiuti
By Cornelia on 2021-04-04
Indie Game Business Cong 2021 best bites
By Cornelia on 2021-04-04
Collection of mobile & tablet game usability reviews
This series of usability reviews focuses on mobile games onboarding, touch interactions and overarching insights that may apply more broadly.
By Cornelia on 2020-01-19
Early access feedback surveys
Reacting to a feedback survey and its results found on the Steam forums, here's some risks that come with the benefits, and how to mitigate them.
By Cornelia on 2018-03-11
Tron Evolution review
A look at Tron's usability and general impressions.
By Cornelia on 2018-03-11
Heuristic evaluation of Mini Ninjas and how to describe problems
A game usability analysis used as an example to dissect how to effectively frame findings.
By Cornelia on 2018-01-05
Full Indie 2016 - Design constrains in narrative exploration games
Nels Anderson shares the journey of designing the narrative in firewatch. I pitch in with some user research ideas that might solve for the challenges he discusses.
By Cornelia on 2017-07-27
Full Indie 2016 - Mixed reality trailers
Mixed reality trailers quite a surprising amount of unrealistic footage to convey the feeling of playing a mixed reality game. Kert Gartner shares how the trailer for Fantastic contraptions was made.
By Cornelia on 2017-05-27
Usability review of Walking Dead - Road to survival
A review which highlights usability strength and weaknesses with some findings that might be applicable to many other games.
By Cornelia on 2017-01-01
How to teach players your game?
A look at the pros and cons of different types of tutorial design using the example of 2048 games.
By Cornelia on 2016-10-05
Usability for core games and Bloodborne’s first time experience
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-10-03
Game review - Catherine’s Tutorials and Controls Usability Review
An in-depth usability analysis with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-09-03
Playtest insights on Amanita’s Botanicula
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-09-03
Problem solving in Catherine and how the interface design decisions influence player performance affect the player experience
An in-depth usability analysis with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-08-07
Catherine’s game Interface usability review - how mismatching mental models can affect the player experience
An in-depth usability analysis with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-07-07
Usability issues that break Tale of Tale’s Sunset experience
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-04-02
Good game usability ideas from Tale of Tale’s The path
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-03-03
2048 benchmark
A usability analysis of several 2048 type games, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-02-09
Tale of Tale’s Fatale - game usability issues analysis
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2016-02-09
Does your game user experience suffer from blindness to change ?
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2015-12-17
How games user research lead us to make our game harder
Making games more user-friendly doesn't necessarily mean making games easier, here's an example of the contrary.
By Cornelia on 2015-11-04
A game usability review of Silent Age
A usability analysis of the game, with illustrated findings and key takeaways that could be useful for other titles as well.
By Cornelia on 2015-07-10
6 month of social network activity on game accessibility
I used a social media intelligence tool to track what was going on in the field of game accessibility.
By Cornelia on 2015-03-03
What the Interweb says about ENJMIN
Using a social media intelligence tool, I listened to what the internet said about Enjmin.
By Cornelia on 2015-02-19
Where there is a will, there is a way - playtesting during the pre-production phase
There's always a reason not to be ready for testing, until it's too late to act on results. Here's some ideas on how to test earlier in game's pre-production phase.
By Cornelia on 2014-10-31
Beyond - two souls
Taking a look at how Beyond innovates with the use of QTEs, some good ideas it brings and some unwanted challenges players will likely face.
By Cornelia on 2014-04-10
How does multi-tasking influence the player experience ?
Introduction du a study about player's multitasking behaviours while engaged in gaming activities.
By Cornelia on 2014-04-04
The Mass Effect series
Usability analysis of Mass Effect's evolving exploxation gameplay.
By Cornelia on 2013-11-16