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Ergonomie et conception de jeu vidéo

Games user research and user experience design

This section discusses user experience research and design applied to video games.

It includes:

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