After conducting internal usability tests, we focused on refining specific gameplay elements for external testing. I designed a comprehensive mixed-method survey for a study that efficiently combined usability and attitudinal assessments. I recruited 30 participants for a remote, unmoderated playtest, analyzed their feedback using an affinity diagram paired with quantitative data, and produced detailed mission-specific reports. Despite significant bugs affecting the overall experience, the feedback led to targeted adjustments that improved the missions' usability and player experience.
We had a solid foundation for external testing after conducting internal usability tests and addressing significant gameplay barriers. This confidence allowed us to shift our focus from broad overhauls to refining specific elements, preparing us for a focused round of external usability and attitudinal testing before the DLC release.
Because we only had time for one round of external testing, I designed a comprehensive study that efficiently combined usability and attitudinal assessments without overwhelming participants. The objective was to identify any lingering usability issues that could detract from the overall player experience. I included attitudinal measurements to gauge subjective "liking" and explain why.
A hefty series of bugs interfered with most participants' overall experience, so I presented the data with this in mind. Regardless, participants could carry out the necessary tasks within the study's timeframe, and the few who couldn't noted their concerns in the free-response feedback. Attitudinal perceptions varied widely across the seven missions.