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Design and evaluation of an interface prototype for content

selection for a game that supports user-generated content

ZEHUA SHAN

KTH ROYAL INSTITUTE OF TECHNOLOGY

SCHOOL OF COMPUTER SCIENCE AND COMMUNICATION

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content selection for a game that supports  user-generated content 

         

Swedish   title  

Design och utvärdering av en gränssnittsprototyp för  innehållsval för ett spel som stödjer användargenererat 

innehåll 

 

                 

   

Zehua   Shan 

zehua@kth.se     

 

   

DA223X   Degree   Project   in   Computer   Science   and   Communication,   Second   Cycle,   30   credits  Degree   Programme   in   Information   and   Communication   Technology,   300   credits 

Master’s   Programme,   Interactive   Media   Technology,   120   credits  KTH   Royal   Institute   of   Technology 

School   of   Computer   Science   and   Communication   (CSC)  Supervisor   at   CSC   was   Helena   Tobiasson 

Examiner   at   CSC   was   Jan   Gulliksen  2017­06­19 

 

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beyond creating and sharing user’s creations is experiencing experiences created by others. Designing such an interface that        support the user to do so poses many challenges. What do the users need? How should the content be displayed? What do        users look for when trying to find something interesting? Those are just a few of the questions that need to be answered when        creating   a   solution   for   such   an   interface.   The   question   this   paper   tries   to   answer   is: 

 

What are the main elements for a content selection interface that fulfill the needs of it’s users and meets their expectation for a                                              game   that   supports   vastly   different   gameplay   experiences? 

 

A survey was sent out to get a grasp on what the users needs, with the results from survey and knowledge gained from the        background study, an interface prototype design was developed. To get a reality check from potential users, the prototype was        evaluated with user testing, and feedback from users was gained from semi­structured interviews. Result suggests that the        proposed set of function and information available are sufficient for most user, and the structure was clear. However, there are        some features that the users wish to see, which could prove useful in helping users find interesting content. The knowledge        gained   from   the   study   resulted   in   a   prototype   and   some   suggestions   for   future   work   regarding   similar   projects. 

     

SAMMANFATTNING 

Spel som stödjer en hög grad av anpassning är få, och deras framgång varierar, men det är en tydlig trend att fler och fler spel        strävar efter att erbjuda spelare mer anpassningsbar spelupplevelse. En stor del av den anpassningsbara upplevelsen utöver att        skapa och dela användarens skapelser är att uppleva upplevelser som skapats av andra. Att utforma ett sådant gränssnitt som        stödjer användaren att göra det ställer många utmaningar. Vad behöver användarna? Hur ska innehållet visas? Vad letar        användare efter när man försöker hitta något intressant? Det är bara några av de frågor som behöver besvaras när man skapar        en   lösning   för   ett   sådant   gränssnitt.   Frågan   som   den   här   studien   försöker   svara   är: 

  

Vilka är huvudelementen för ett innehållsvalgränssnitt som uppfyller användarnas behov och uppfyller förväntningarna för ett                              spel   som   stöder   väldigt   olika   spelupplevelser? 

  

En undersökning skickades ut för att få tag på vad användarna behöver, med resultaten från undersökningen och kunskapen        från bakgrundsstudien utvecklades en gränssnittsprototypdesign. För att få en verklighetskontroll från potentiella användare        utvärderades prototypen med användartestning, och feedback från användarna samlades genom halvstrukturerade intervjuer.       

Resultatet tyder på att den föreslagna uppsättningen funktions­ och information tillgänglig är tillräcklig för de flesta användare,        och strukturen var tydlig. Det finns dock vissa funktioner som användarna vill se, vilket kan vara användbart för att hjälpa        användare att hitta intressant innehåll. Kunskapen från studien resulterade i en prototyp och några förslag till framtida arbete        avseende   liknande   projekt. 

 

 

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Design and evaluation of an interface prototype for content  selection for a game that supports user-generated content 

Zehua   Shan 

KTH   Royal   Institute   of   Technology  zehua@kth.se 

   

ABSTRACT 

Games that support a high level of customization is few, and        their success varies, but it is an apparent trend that more and        more games strive to offer players more highly customizable        gaming experience. One huge part of the customizable        experience beyond creating and sharing user’s creations is        experiencing experiences created by others. Designing such an        interface that support the user to do so poses many challenges.       

What do the users need? How should the content be displayed?       

What do users look for when trying to find something        interesting? Those are just a few of the questions that need to be        answered when creating a solution for such an interface. The        question   this   paper   tries   to   answer   is: 

 

What are the main elements for a content selection interface                    that fulfill the needs of it’s users and meets their expectation for                        a   game   that   supports   vastly   different   gameplay   experiences? 

 

A survey was sent out to get a grasp on what the users needs,        with the results from survey and knowledge gained from the        background study, an interface prototype design was        developed. To get a reality check from potential users, the        prototype was evaluated with user testing, and feedback from        users was gained from semi­structured interviews. Result        suggests that the proposed set of function and information        available are sufficient for most user, and the structure was        clear. However, there are some features that the users wish to        see, which could prove useful in helping users find interesting        content. The knowledge gained from the study resulted in a        prototype and some suggestions for future work regarding        similar   projects. 

 

Categories   and   Subject   Descriptors 

I.2.1   [Computing   Methodologies]   Application   and  Expert   Systems   –   Games 

 

General   Terms 

Theory   

Keywords 

Game,   HCI,   User   Experience,   User­Generated   Content,  Game   Interface   Design. 

 

1.   INTRODUCTION 

In author's experience, most first­person PC games on the        market today has predetermined conditions, generating        streamlined and monotonous gameplay[1]. The nature of those        games means that the content selection is simple since the game        could only play in a certain way. For different gameplay or        experience, players would simply have to choose another game        that   suits   their   needs   better   or   modify   the   game(mods).  

 

To keep gamers around, it is becoming a trend for game        development companies to develop game as platform or        services with more to experience for its users, rather than       

singular experiences, as several journals describes[2][27][28].       

One model of achieving this is through delivering        Downloadable Content(DLC), and the other model is building        game with great customization support, delivering more content        through community participation. There are some cases of this        approach in the industry[21], as some described[29][30],        Minecraft is a great example of this. Those games that do        support the high level of customization, however, mostly relies        on community solutions for sharing of customized gameplay        content via forum or websites. Browsing for community        websites requires spending time on finding interesting custom        game modes on other platforms which might not be known to        the user, thus creating a gap between users and the content. For        a more convenient experience with higher usability, it is in the        industry’s interest to integrate content sharing solutions into the        game   itself. 

 

Seeing this trend, a game development company where the        author conducted this study, started a project which set out to        explore the possibilities for creating an environment for        personalized gaming experience with a focus on first person        games, whether it is a first­person shooter or a first­person        sports game. The project revolves around creating a game, with        the goal that the game content could be adapted by the user in a        simple way, also that the user's personalized experiences could        be   shared   easily   with   players   using   the   same   game. 

 

Another part of sharing the experience is for others to find and        enjoy the experience shared. With the tools that the game will        provide to its users, the users could create everything from a        puzzle game to a Massively Multiplayer Online Role­Playing        Game(MMORPG); the user has to be able to find game content        according to their need. Creating an interface that supports the        user to do so poses many challenges, what do the users need?       

How should the content be sorted? What do users look for        when trying to find something interesting? Those are just a few        of the questions that need to be answered when creating a        solution   for   such   an   interface. 

 

This paper focuses on investigating what features or functions,        that are helpful for users for finding interesting game content,        and what information do users base their decision about        whether to try a new game or not. Lastly, to investigate whether        the proposed structure of these features and information is        intuitive for users, in the form of evaluation of a design        prototype. The investigation is mostly conducted from a content        consumer point of view, not from a content creator point of        view. 

 

1.1   Game   Modification 

Game modification, or "mod" for short, is the alteration of the        content of a video game. Mods are made by the game's end        users or sometimes even game developers, and could range        from simple assets to entirely new games, including new maps,        units, textures, weapons, items, sound, story line and so on. In        this project, the mods are considered as whole new games, and        the focus lies on how to present the mods to other users in the       

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best way. Also, sales aspect of user creations is not taken into        consideration   during   this   study. 

 

2.   BACKGROUND 

In the following section, we will first explore motivation for        play and motivation for contributions, since players and content        creators or modders are the key user groups of this interface.       

Afterward, we will look into related studies regarding        user­generated content and usability design guidelines. Lastly, a        few of the related work will be presented, to get a grip of the        state   in   the   game   industry.. 

 

2.1   Motivations 

Like any product, for the product to be successful, it is        important that designers understand the need of its users.       

Although the studies regarding player's motivations are mostly        around gameplay experience and are more related to game        design rather than interface design at first glance, the interface        designer must understand the player's psychological needs        while designing interface, to better support player's goals.       

Similarly, understanding contributor's motivation is also        necessary, for the designer to support contributor's need        through   interface   design.  

 

In an attempt to understand the motivation for computer        gameplay, Ryan et al. [3] conducted four studies with online        multiplayer gaming communities applying self­determination          theories. A total of 927 participants were recruited for those        studies, and the methods were mostly based on questionnaires,        although play tests in laboratories were also conducted in        combination in the first three studies. Results suggest that        motivation of play rests on the game's ability to satisfies the        player's basic psychological needs, namely Autonomy,        Competence, Relatedness[4]. Furthermore, Yee conducted a        study regarding motivation for playing online games [5]. Data        was collected through questionnaires, which was sent out to        3000 Massively Multiplayer Online Role­Playing Game        (MMORPG) players. The results indicate that the player's        motivation for play could be categorized into three main        categories; Achievement, Social, and Immersion. The three        main categories consist of 10 subcomponents in total, for        example, advancement, mechanics, and competition are        subcomponents   of   Achievement.  

 

Sotamaa [6] studied the modder community around a        First­Person Shooter game called Operation Flashpoint, about        the modders motivation, potential commercialization of their        work and their notion of ownership. He suggests that the five        main motivations    of modding are Playing, Hacking,          Researching, Artistic expression and Co­operation. Postigo [7],        whom also studied the modder community, identified three        central motivations for modding PC games. Firstly, hobbyists        that consider modding as a way to creatively and artistically        express themselves. Secondly, modders that want to increase        their enjoyment of the game and lastly, modders that see        modding games as a way of showing off their skills, seeing it        as   a   channel   to   potentially   acquire   a   job   in   the   game   industry. 

 

2.2   User­Generated   Content(UGC) 

To handle the user generated gaming experiences, a content        selection system that can handle a vast variety of content is        needed. A connection could be found between the game's        content selection process in this study and currently available        online Video On Demand(VOD) services, in the sense that        those services also are built with handling the vast variety of        content in mind. Cha et al. [8] conducted a study regarding the       

popularity cycle of videos on YouTube and other similar UGC        video services. In this study, the authors made distinctions        between UGC and non­UGC videos and their implications.       

Comparing NetFlix and YouTube or similar services, there are        clear differences in the contents production cycle and how        videos are found by its users. Similarly, user­generated game        content could also be differentiated from the full titles released        by   game   production   companies. 

 

Ghosh and Hummel [9] analyzed two mechanisms that use        viewer ratings to rank content, to explore which of those two        mechanisms incentivizes for higher quality contribution and        generates better viewer welfare. One of which is the rank­order        based mechanism, where contributions with higher rating are        placed on the top of the page, and lower rating contributions on        the lower side of the page in falling order. The other mechanism        is a proportional mechanism, which places contribution        depending their proportion of positive rating. The result        suggests that the rank­order mechanism almost always        incentivizes higher quality contribution, and thus contributes to        better   viewer   welfare. 

 

Borghol et al [10] studied on factors that impact YouTube video        popularity, by collecting and analyzing data regarding video        statistics, historical view data, and influential events. When        controlling for video content, they found that the total view        count is the biggest factor contributing to video popularity,        observing a strong "rich­get­richer" behavior, except for newly        uploaded videos. For newly uploaded videos, they found that        uploader brand and number of keywords or tags to be the        biggest   factor   impacting   video   popularity. 

 

Zhou et al [11] conducted a measurement study on a large        dataset of YouTube videos, to explore the recommendation        system's impact on video views. They crawled the YouTube        website to study how videos were discovered by users and        what the major sources of the drive are for a video to get views.       

They found that the most views are generated through YouTube        Search, and the second major source of views comes from        Related Videos. Related Videos is the source of 30% of all the        generated views, only second to YouTube Search by a small        percentage. Also, the evaluation shows that the existence of        Related Video recommendation helps to increase the diversity        of video views by helping viewers discover videos of their        interest,   rather   than   only   showing   the   popular   videos. 

 

2.3   Design 

As the study is about designing is a graphical interface for a        game, general usability aspects, and game­related design        aspects should be taken into consideration. Lu Hsi­Peng and        Hsu Chin­Lung conducted a study applying technology        acceptance model [12] incorporating social influences and flow        experience [13] as parameters, to predict users’ acceptance of        online games. The model they suggested was evaluated using        data collected from surveys, which was sent out to 233 users.       

Some findings from the study indicate that flow experience is        important since users intend to play online games to be fully        immersed, thus increasing usability through social interaction,        good navigation easy access is essential for successfully        manage an online game community. Furthermore, Wiles and        Johnson [14] conducted a study about whether computer games        design comes in conflict with the widely accepted interface        design heuristics [15]. One example of which, when game        menus generally have an attractive appearance with fancy        animations and eye­catching colors, sometimes, this comes at        the expense of readability and functionality. Anytime the user is       

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forced to interact with the menu with such characteristics; it        may   cause   frustration   and   thus   break   the   flow   experience. 

 

Nielsen et al. [16] conducted a study about user’s reading        pattern on web solutions using eye tracking. They recorded        how 232 users scanned the content of thousands of website.       

Results reveal a dominant reading pattern that resembles an “F,”       

and the pattern contains three components. They noticed that        most of the users would first read in a horizontal movement        along the top of the screen, afterward, users will move lower        down the screen and scan horizontally again. Finally, users will        usually scan the left side of the screen vertically; this is the last        element   of   the   “F”   pattern.  

 

2.4   Related   Work 

There  are some games      or platforms    that supports    user­generated content currently in use. In the following        section,   a   few   of   those   systems   will   be   presented. 

 

Dota 2 Arcade is a hub for community made maps in the game        of Dota 2 [17]. Players are presented with the most played        custom maps and can create their own lobby using those maps.       

Beyond most popular maps, players could also see the open        lobbies that others have been created by others, or browse maps        in a timeline, for example, most popular custom maps in the last        month,   or   the   last   week.   ( see   figure   1 ). 

Figure   1,   Dota   2   Arcade   main   page. 

Figure   2,   Starcraft   2   Arcade   main   page   

Like Dota 2 Arcade, Starcraft 2 Arcade[18] is a hub for        community made maps. With a large variety of custom made        maps, some of the custom maps fundamentally changes the        gameplay experience. It offers similar functions as Dota 2        Arcade, allowing players to browse popular custom maps,        create an own lobby with the custom maps, or join open lobbies        created   by   others.   (see   figure   2). 

 

Services like Dota 2 Arcade and Starcraft 2 Arcade are all signs        that the players want more out of their game, they like to try out        new gaming experiences. To maintain the longevity of a gaming        community, a major part of it is to be able to deliver new        gaming experience, and user­generated content could be the        answer. 

 

2.5   Research   Question 

The goal of this master thesis project is to to find out the        important aspects of designing an interface that supports UGC,        through design and evaluation of an content selection interface        prototype. With knowledge from the motivation of gamers and        modders alike, user­generated content, the use of interaction        design methods and related work try to answer the research        question:  

 

What are the main elements for a content selection interface                    that fulfill the needs of it’s users and meets their expectation for                        a   game   that   supports   vastly   different   gameplay   experiences? 

 

3.   METHODS 

A process similar to a User­Centered Design(UCD)[19]       

process was used during the development of this project ( see        figure   4 ). 

Figure   3,   a   user­centered   design   process   

3.1   Context   of   Use 

The first step in a UCD process is to identify whom the system        will be used by, what they will use it for and under what kind        of conditions. This was specified together with the team at the        company. 

 

3.2   User   Requirements 

The second step in the UCD process was to define the user        requirements; this was done by sending out a survey to        potential end users[32] and meetings with project manager and        development team at the company. The survey was created to        find out what the user’s value in a graphical interface in games,        their earlier experience with other game interfaces, and to        determine the usefulness of certain functions to be introduced in        this project. A pilot test for the survey was conducted to ensure        the survey generates enough variation of answers. Meeting        with the project manager and development team was carried out        to discuss the technical limitations and possibilities with such        system   if   it   would   be   deployed. 

 

3.3   Design   Solution 

The next step in the UCD process was to design the prototype.       

First. A low­fidelity mockup was designed, and was discussed        internally with the development team. Based on the feedback, a        high­fidelity prototype was constructed with InVision        prototyping tool. The prototype includes all of the function and        information that are intended to be included in the final product.       

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However, functions are not fully functioning, for example, the        search function is not available in the InVision prototype, due        to the limitations of the prototyping tool. Using such a        prototype for testing in early development stage could discover        the obvious usability problems, and show test users a good        preview of how the system should work. This could also        potentially prevent problems that would prove costly to correct        later   in   the   development   phase. 

 

3.4   Evaluation 

The last step in the UCD process was user evaluation of the        design. A round of user evaluation was conducted with a total        of 10 test participants to reach a balance between time        consumed and coverage of result [20]. The user evaluation was        based on a set of tasks that the user had to carry out with the        interface[31]. Also, think­aloud was encouraged, to potentially        be able to capture what the users were thinking or feeling [33].       

A pilot test for the user evaluation was carried out to see        whether the evaluation was sufficiently designed. In addition to        this, the test session was recorded with screen capture software,        and a semi­structured interview was carried out after the test        session,   which   was   recorded   and   transcripted   later   on. 

 

4.   REQUIREMENTS 

In this section, result from the survey and takeaways from the        meeting with development team will be presented, as a basis for        the   design. 

 

4.1   Survey 

A survey was created with the purpose to find out what the        user’s value in a graphical interface in games, their earlier        experience with other game interfaces, and finally, to see how        users want to find new gaming content. The survey was pilot        tested, to see whether the designed questions would collect        interesting data. A few questions were edited, and a couple of        questions was later added. The survey was sent out via        Facebook and Discord, and a total of 60 answers was received.       

The survey was divided into three sections; What information        users want when looking for new games, “mods” related        questions and finally, user experience related questions and        comments.  

 

In the first section, questions were asked regarding        recommendations of games and what kind of information users        look for while deciding to play a new game. Results show that        60% of the participants are interested in games that are similar        to the games they already play, and only 5% of participants are        not, rest of the participants (35%) answers that it depends.       

When asked whether they often check top recommended list of        games on platforms like Steam, 45% of the participants        answered no, with 26.7% of users answering “Yes”, and the        rest answered “Sometimes”(28.3%). Regarding what kind of        information users generally look for when deciding to play a        new game, the following main source of information was        identified: “Gameplay videos” (83.3%), “Friend’s reviews”       

(78.3%), “How many or which of your friends are        playing”(68.3%) and “User reviews” (55%), as seen in diagram        1. Finally, when asked whether the participants would try a        new game without knowing anything about the game, 11.7%       

answered “Yes”, and 65% answered “Yes, if it is free”, with the        remaining   23.3%   answering   “No.” 

 

In the second section, participants were asked regarding their        view on “mods”. Less than half of the participants have played       

“mods”(48.3%). When asked how they find the “mods”, most        participants answered “community website” or through Google        Search. 

 

In the final section, questions regarding user­interface        experiences participants were presented. Participants were to        rate how important the fluidness of user interface in games are        versus aesthetics, on a scale of 1­5, where one is not important        at all and five is very important. Most of the participants rated 4        or higher in fluidness(81.6%), in comparison, aesthetics        received 63.3% ratings of 4 or higher. Finally, participants were        asked to give examples of any inconvenience in user­interface        in   games;   the   results   can   be   categorized   as   following: 

 

● Interface do not utilize screen real­estate or mouse        and   keyboard   (console   ports). 

● Poor performance in menus (too much or heavy        animations,   lag,   delay). 

● Too   much   clutter. 

● Too many levels of the interface (functions buried        deep   in   menus). 

● Incomprehensible   structure. 

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4.2   Development   Team   Meeting 

From the perspective of the company, the requirements that        were stated were loosely defined. The interface should be easy        to use for the end user, without a specified user group, since        they want the product to appeal to as big as a crowd as        possible. Also, the interface should support handling of a large        amount of varying content. As for technical limitations, the        team was very confident in their abilities; Therefore no specific        technical limitations regarding the functions within the scope        were   stated. 

 

5.   DESIGN 

With knowledge gained from background study and survey, a        prototype was designed, as the next step of the UCD design        process. In the following section, the design decisions made in        different   parts   of   the   prototype   are   presented.  

Figure   4,   design   prototype   of   the   content   selection   interface 

 

5.1   Core   Functionalities 

As the main goal of this interface serves to help users find        interesting gaming content in a game that supports vastly        different gaming experiences, many aspects should be taken        into   consideration. 

 

5.1.1   Friends 

Socializing is a big part of gamer’s motivation of        play[3][5][21], this is confirmed by results from the survey. To        help users socialize, users can see what their friends are        playing. While browsing for new gaming content, users could        see if any of their friends are playing or have played the game        they   are   looking   for.  

  

5.1.2   Categorization   and   sorting 

One of the most important aspects is how the content could be        accessed. With a massive pool of user­generated content in        mind, the content must be sorted in a sensible way, so that the        users could find the content they need, without the need of        scrolling through a giant everlasting list. Categorizing content        by genre is one of many ways to combat this, by dividing        content into different genres, it is easier for the users to find the        appropriate content which could suit their motivation or needs.       

Also, by allowing users to combine different genres, this might        increase the likelihood of users getting the content they are        looking for, As a content creator, the content creator is        responsible for correctly categorizing their content. Also helpful        is a search bar, so that the users could search for things they        might   be   interested   in   straight   away.  

 

Beyond filtering by genre, having recommendations, recently        created and trending as categories could also help users find       

new interesting contents. Recommendations should help users        by suggesting content based on genres they have recently        played, and trending should base its suggestions on amount of        players currently playing the game. Seen from a survey        conducted by YouTube[22], Users from different regions may        have different trending games, therefore filtering by region        could also be helpful in enriching user's experience. To further        sort the results after the users have selected a genre or category,        sort by date of creation, the rating of the content and player        count   could   also   be   helpful   tools.   

 

5.1.3   Similar   games 

As seen from the survey, most users are interested in similar        games that they already play. It is logical to have a section        which offers user suggestions of similar games in the content        selection interface, which not only will be able to generate a        broader range of experiences for the user, also could potentially        create more exposure for the content created by other content        creators. 

 

5.1.4   Review   and   rating 

Being able to give a review or read a review for contents are        important and are a common practice on digital platforms, ditto        for games[23] since many choices made when looking for new        games are either based on gameplay videos or reviews. A        simple rating based thumbs up and thumbs down are also        added into the design; this allows the user to get an idea of the        quality of the content quickly. Although it is up to the content        creators for which kind of video they upload to promote their        mods, it should be suggested to have a gameplay video        uploaded   as   a   user   guideline. 

 

Furthermore, a more dedicated review page where users could        read and write more detailed reviews were created in the design.       

In this page, a friend’s review will have priority, positioned on        the top of the list. This is done according to the survey, as a        friends review seems to have higher importance than a regular        user review. Top rated reviews are to be displayed after friends        review since they are most likely to be interesting for users        beyond the reviews from friends. To counteract biased or        reviews without proper experience with the content in mind,        time spent on the content is shown alongside with the review.       

Also, other users could rate the review, which should eliminate        most   of   the   unserious   reviews.  

 

In the sense that content creators are responsible for correctly        categorizing their content, content that does not meet        expectation due to low quality or abuse of categorization system        would   quickly   fall   off   the   top   list   due   to   poor   rating. 

 

5.1.5   Handling   legal   issues 

Delivering UGC comes with other challenges. Since the end        user is the main source of content contributions, and it is likely        that they would not have the same production regulation or        quality control, unlike game development company. In contrast,        most game development companies need to get their products        regulated for inappropriate content, before the products could        reach the market. Another aspect of this is the potential use of        copyrighted material. As an example given by a pc game        journal[24], where a game developer broke the geneva        convention. This could be solved with employees working with        handling the contents that are affected by those issues, but due        to the potentially large amount of content, a combination of        internal handling and community­based solution for handling        this type of problems is more suitable. Therefore, a report        function built into the content selection interface could        potentially   help   manage   the   issue. 

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5.1.6   Random   content 

Finally, a function that randomly selects content for the user is        added, after a user has played the content, the user will be        prompted to rate the content. This serves to give the user a way        to find content when users do not know what to look for, but        just want to try out something new. Also, by prompting users        to   rate   the   content,   it   contributes   to   the   general   user   welfare. 

 

5.2   Information 

The most important information a user needs when looking for        a new game were placed into the design, with the goal of        showing enough information that the user needs to get        interested in a game content. This includes rating, review,        similar games, review from friends and friends that are playing.       

Name of the creator of a certain game content is placed        alongside with the name of the content and rating, to give users        a quick look at the essential information. (see figure 5) Also,        showing the creator’s name up front could also help the creator        to get recognition. In the case, that creators wants to acquire a        job in the game industry, or that other user could recognize the        name   and   know   whether   it   is   a   game   worth   trying   or   not.

 

Figure   5,   a   “card”   which   shows   the   most   important  information   of   the   game   content.   In   this   interface,   every   “card” 

represents   a   game   content. 

 

Total voter count is shown alongside the rating in the detailed        view,   giving   users   a   sense   of   the   validity   of   the   rating.  

 

5.3   General   Layout 

Like any graphical user interface, having a good structure        ensures good interaction. Making sure that the menu system is        consistent, sensible and meets the user's expectation is        important   for   the   user   experience.  

 

5.3.1   The   "F"   scanning   pattern 

For providing a convenient browsing experience, the headings        and content are placed according to the most common user        eye­scanning pattern. Placement of those roughly resembles the       

"F"   scanning   pattern,   as   seen   in    figure   6 .   

       

Figure   6,   the   rough   resemblance   of   the   "F"   scanning   pattern 

 

Although the scanning pattern is described as a reading pattern        for web content, it is however applicable on other type of user        interface   as   well.  

 

5.3.2   Menu   depth   vs.   breadth 

In a study regarding menu structure, where researchers        compared the different depth and breadth configurations of the        same content, the result suggests that the best result regarding        accuracy and speed was achieved with broader and fewer levels        of depth[25]. For example, eight choices at each of two levels        design were far more superior in comparison to two choices at        each six level design. This was taken into consideration while        designing the prototype. In this design, for example, a user        wanting to find a game content would have to navigate through        two   levels   of   menus   with   5   or   more   choices   at   each   level. 

 

5.3.3   Nielsen's   heuristics 

Details in design were done with Nielsen’s heuristics taken into        account. For example, with flexibility in mind, some of the        interactions could be executed in different ways, achieving the        same result. With consistency in mind, menu and submenus are        designed   to   follow   the   same   structure,  

 

5.3.4   Prioritizing 

As seen from the survey, users responds differently to the        suggested functions, some are more important for them, some        are less. This is reflected in the placement of functions, how        they are displayed, and if they are displayed at all. For example,        gameplay video, friend’s review and whom and which of their        friends are playing, are the most important source of        information for users, those are displayed upfront in the        interface, while other suggestions mentioned in the survey are        not.  

 

5.4   Vision   and   Readability 

One of the reasons to design an interface with black and white        aesthetics is to help users with color vision deficiency to        navigate through the interface. As the interface in this design is        supposed to act as an overlay, and game or other content could        be running in the background, a convenient way to ensure good        readability is to use a black semi­transparent background with        white text on top, as seen in  figure 7 . When the interface is                  ready to be implemented, there should be settings in place in the        system to turn off the transparency, in case for performance        issues   or   readability   issues. 

 

 

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6.   USER­INVOLVEMENT 

The research question concerns two problem areas. Firstly, if        the structure of the information and functions meets the user’s        expectation. Secondly, Are these information and functions        adequate   for   users   to   find   interesting   games? 

 

6.1   User   Testing 

In this section, findings from the user testing will be presented,        to answer whether the structure is logical and meets the user's        expectations. 

 

Test participants recruited were all male, between age of 19 and        27. A set of 15 tasks was given to all 10 test participants(here        on referred as participant #1­10), and the users were        encouraged to think­aloud. User testing was conducted with a        MacBook Pro 13 inch version with Retina screen. When the        participants had issue completing the task, starting to drift far        away from the intended navigation route and wasn’t actively        thinking­aloud, test participants were asked to explain what        difficulties they experienced after the test session, which rarely        happened. 

 

The result of the user testing was positive, of the 10        participants, 5 participants had issue completing all 15 tasks, all        5 of those participants only missing one task at most.       

Participant #1 and #5 couldn’t locate the “select random        content”   function,   to   which   both   participant   later   explained:  

 

“I   didn’t   understand   the   question,   but   it   made   sense   that   it  should   be   placed   under   Explore” 

 

Participant #8 had difficulty finding the link to the gameplay        video   of   the   specific   game,   to   which   he   replied:  

 

“I   did   not   see   the   gameplay   video   icon   clear   enough.” 

 

Participant #2 had difficulty locating the report function, which        users could use in case of usage of inappropriate materials or        copyrighted materials in a certain game, to which he commented        after   the   testing   session:  

 

“I   have   never   reported   a   game,   but   I   realized   that   it   made  sense   being   it   was   buried   in   a   sub   menu,   it   is   not   a   function 

that   you   would   use   very   often.” 

 

Lastly, Participant #3 had difficulty finding the “other similar”       

games section, which is displayed on the same page when user        selects   a   game,   to   which   he   later   commented:   

 

“I   thought   it   would   be   found   under   the   “Explore”   page.” 

 

Other than the before mentioned occasions, there were no other        instances where the users were unable to interpret the menu        system, or unable to locate the functions as given in the tasks.       

More on whether the menu systems meets the user’s        expectations   will   be   explored   in   the   interview   section. 

 

6.2   Interviews 

In this section, findings from the semi­structured interview will        be presented. Firstly, what the user's experiences are with the        prototype. Next, what the users think regarding the information        and functions that are available in this prototype, to answer        whether that information and functions are adequate for users to        find   interesting   games   or   not. 

 

As earlier mentioned, the participants are between 19 and 27        years old. Most of the participants are active PC users, where       

most users play many different games, with only one        participant being active gaming console user(PlayStation 4).       

There are differences in how much they play. Some participants        only play a few hours a week, whereas one participant works        as   a   professional   gamer,   and   plays   5   to   8   hours   every   day. 

 

6.2.1   Experiences   with   the   design 

Participants were asked to describe their experience with the        interface, to which 8 of the participants had positive feedback        regarding the design of the interface. Most users thought the        design was simple and intuitive; this is exemplified by a        comment   received   from   Participant   #5   and   Participant   #9:  

 

“I   like   the   layout   of   it.   The   structure   is   logical   and   easy   to  follow,   I   also   like   the   design   in   a   sense   that   it   was   very   easy   to 

see   what   belongs   to   which   category.   It's   very   easy   to   get   an  overview   quick   go   to   different   categories   or   where   you   can   click 

and   so   I   would   say   that   it's   good.   I   like   the   layout   and   the  navigation   is   intuitive.“ 

 

“Everything   looked   smooth   and   everything   feels   nice.   Goes  quick   when   you   browse   through   different   menus 

which   is   nice.” 

 

Participant #3 was the only one providing only negative        feedback,   which   he   answered   as   following: 

 

“ I   wouldn't   say   complicated   but.   As   a   new   user,   it   was  different,   it   wasn't   it   wasn't   too   obvious.   And   that's   why   I   think  it   like   small   information   popping   up   could   be   used   at   least   for 

me   for   the   first   time.   “   

Participant #10 also had some negative feedback regarding the        design of the menu system, illustrated by the following        statement:  

 

“I   think   it   was   extremely   easy   to   use,   since   i   found   everything   i  needed   very   fast.   I   think   the   pictures   are   too   big,   I’m   not   a  person   that   are   really   into   pictures,   I   only   need   the   text   so   I   can 

see   who   is   playing   what   and   so   on.   It   feels   like   the   big   pictures  are   limiting   me   from   getting   what   I   need.   I   don’t   like   the   design, 

it   feels   like   it   is   made   for   kids.   I   think   everything   takes   so   much  place,   I   would   like   it   to   be   more   compact.” 

 

Participant #1 had similar views regarding the size of the        pictures: 

 

“Friends   page   pictures   are   very   large.   It's   quite   large   for   just  show   which   friends   are   playing   the   game   right   now.   I   guess 

maybe   only   have   a   one   row   list   would   be   better.” 

 

Other participants had some issues with the size of the text.       

When asked about what the participants disliked, 5 participants        had nothing particular in mind, other 5 participants disliked the        text   sizes,   for   example,   participant   #8   commented:   

 

“ The   text   is   kind   of   small,   like   the   "By   Valve"   and   "90%   players  liked   this   is”   text   are   a   bit   too   small   “ 

 

Participant #1 had similar thoughts regarding the text size.       

Also,   he   mentioned   about   the   rating   indicator: 

 

“It's   just   an   inconvenience   for   me   to   read,   it   is   nice   to   have   the  name   of   the   game   big   and   obvious   so   I   don't   have   to   kind   of  look   close   to   see   what   it   is.   For   me   like   this   rating   indicator,   I  don't   really   know   if   this   is   this   really   good   or   bad,   maybe   using 

an   indicator   like   stars   would   be   clearer   for   me.” 

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Participant #2 disliked the placement of the Explore menu, to        which   he   elaborated: 

 

“I   think   overall   it's   overall   it's   good,   But.   I   thought   about   the  Explore   button.   That   I   would   have   probably   been   easier   to   find 

it   if   it   was   closer   to   favorites   because   they   are   more   related  than   friends   if   it   was   closer   to.” 

 

Also, he struggled a bit finding the report function, to which he        explained: 

 

“I   did   struggle   a   bit   to   find   the   report   but   I   guess   that   people  don't   often   report   things,   it   makes   sense   that   it's  under   more   and   not   shown   of   by   default.   Overall   I   didn't   feel 

like   there   was   any   problems   navigating.” 

 

To summarize, the user experience with the menu system is        generally positive, with 8 participants stating that they could        easily find all the function. Positive feedbacks could be        summarized as; The users could clearly understand the structure        of the interface, The interface was easy and intuitive to navigate        through,   and   the   design   was   clean   and   tidy. 

 

On the downside, some participants did not find the navigation        structure too obvious. The size of pictures and text was also an        issue some participants experienced. Some participants think        that the pictures were too big, taking much space without        showing too much information, and the text was in some cases        too   small   for   the   participants   to   comfortably   read   through. 

 

6.2.2   Feedback   regarding   information   and  functions  

Regarding the amount of information given to the users, most        participants think the amount of information are sufficient for        them to decide whether they want to try the game itself or not.       

Out of 10 participants, 4 participants expressed that they would        like to see more information regarding the game contents before        they decided to try it. Participant #7 and participant #9        expressed that being able to see player count would be nice,        exemplified   by   the   following   statement   by   participant   #9: 

 

“Player   count   can   be   nice   on   certain   games   I   mean   if   I   want   to  get   into   a   multiplayer   game   I   would   like   to   know   how   many  people   are   playing   it   actively   so   I   don't   go   into   a   dead   game.” 

 

He noticed that there is gameplay video embedded in the        interface. However, he expresses his concern regarding the        gameplay   video; 

 

“The   first   video   that   comes   up   it's   often   like   announcement  video   or   it's   like   a   cool   highlight   trailer   or   it's   like   animated.   I 

want   to   see   a   gameplay   video,   I   don't   want   to   see  advertisements.   I   want   to   see   how   it   looks   like   when   I   play   and 

maybe   I   read   like   a   review   from   the   game.” 

 

How long time it takes for a user to experience the full game is        also information that some users want to see, which participant       

#8   stated: 

 

“I   think   it   is   enough.   But   it   may   be   nice   to   also   see   how   long  time   it   takes   to   play   a   game   like   if   it's   like   a   quick   join   game   and 

you   play   for   five   minutes   or   if   it's   like   World   of   Warcraft   where  you   have   to   spend   many   hours   to   get   the   full   experience.   “   

Lastly, participant #10 would like to see reviews from their        favorite YouTuber or review websites like IGN, exemplified by        the   following   statement   of   participant   #10: 

 

“I   would   like   to   see   review   from   people   I   know,   like   my   friends  or   favorite   YouTubers,   I   trust   their   reviews   more.” 

 

As the result suggests, beyond these before mentioned        information like player count and review from favorite        YouTubers, there is no more information that the participants        wish   to   see   in   such   an   interface. 

 

When participants were asked about whether “related game”       

would be helpful for them to find new interesting gaming        content, the feedback was generally positive, with 7 participants        replying that it would be useful for them in exploring for new        interesting games to play, exemplified by the statement from        participant   #5: 

 

“ I   think   it   is.   Interesting   just   to   see   like   some   suggestions   of  games   and   I   like   that   you   can   watch   like   a   quick   gameplay  video   whatever   just   to   see   how   it   plays,   if   it   looks   good   i   would 

give   it   a   try.” 

 

Participant #1, #2 and #3 did not think that they would use such        a function, as illustrated by the comment given by participant       

#1: 

 

“I   don't   know   really   for   me.   Similar   games   or   related   games  for   me   it's   not   something   I   would   look   into   that   much.   Because  for   me   it's   more   important   to   see   what   my   friends   are   playing. 

I   know   some   people   like   it   playing   some   small   games   and   just  tests   as   many   games   as   possible,   but   it   is   not   really   what   I 

enjoy.” 

 

Another function in the design is a function that selects a        random game for the user, where participants gave mixed        feedback. Out of the 10 participants, 7 participants expressed        that they think it could be helpful, exemplified by answers from        participant   #9   and   #5: 

 

“If   I   have   a   LAN   party   with   my   mates   and   we're   really   bored  and   we   are   like   let's   try   out   some   games   and   see   if   we   can   find 

something   to   play   and   then   we   just   click   it.” 

 

“Yeah   I   think   this   could   be   good   to   have,   I   would   probably   not  use   it   often   but   it   could   be   interesting   to   try   out   when   I   want   to 

try   something   new.” 

 

One suggestion received regarding the random function is to be        able to randomly select a game with regards to genre,        exemplified   by   the   following   comment   by   participant   #7: 

 

“Yes,   it   could   definitely   be   helpful,   but   after   my   preferences,   so  based   on   genres   or   what   I   have   played   earlier.”  

 

Three participants could not see themselves using this function        at all because they want to play the same games as their friends        do and are concerned with the quality of the games, explained        with   the   following   statement   by   participant   #2:  

 

“It   seems   like   if   it   is   totally   random   then   it's   a   high   chance   that  you'll   get   games   you   would   never   play.   I   don't   know   this   for   a  fact   but   I   can   assume   that   since   there   are   so   many   games,   let’s 

say   for   example   in   Steam,   the   majority   of   games   are   probably  bad,   so   the   likelihood   of   getting   a   bad   game   by   pressing   a 

random   button   is   big,   if   that's   avoided   then   yes.“ 

(12)

 

6.2.3   Other   comments 

Participants were asked to give examples of things that they        particularly liked or disliked, 4 participants expressed that they        liked being able to combine category tags, as participant #4        described:  

 

“I   like   that   you're   able   to   combine   categories   because  oftentimes   that   one   category   doesn't   describe   what   you're  looking   for   enough.   For   example,   survival   horror   or   survival  explorer   are   two   very   different   kind   of   games,   in   this   case   you 

can   combine   them   to   find   exactly   what   you   want.“ 

 

Another suggestion was given by participant #1 regarding        information   around   friends: 

 

    “It   could   be   nice   to   see   games   my   friends   have   played   recently. 

Because   it's   also   a   part   for   me   while   exploring   new   games.   I  want   to   play   games   that   my   friends   plays.“ 

 

Like the comment about what user disliked particularly, the        answers were mostly regarding the design aspect of the        interface,   which   was   summarized   in   section   6.2.1. 

 

Beyond those comments mentioned before, users were asked to        give suggestions about more ways to find new interesting        games; most participants replied that the functions and        information in this design are enough, and they do not feel like        anything   else   is   needed. 

 

7.   DISCUSSION 

To answer the question, what are the important aspects of        designing a prototype of an interface that will help users find        interesting content in a game that supports vastly different        gameplay experiences, concerns many areas. What do the users        need? What do users look for when trying to find interesting        games? Answers to these questions are the cornerstone to        designing such a system, and these are the question that this        study   seeks   to   answer. 

  

As there are not many studies done in relation to the topic, most        of the discussion will be revolved around the result of this        study. Result of this study consists of a survey, a prototype        design and a round of user­testing. A survey was sent out to        get a grasp on what the users needs, with the results from        survey and knowledge gained from background study, an        interface prototype design was developed. To get a reality check        from real potential users, the prototype was evaluated via user        testing, and feedback from users was gained from        semi­structured interviews. Result suggests that the proposed        set of function and information available are sufficient for most        user,   and   the   structure   was   clear.  

 

7.1   Design   Solution 

It was a relief to see that the design was well received. As the        result reflects, participants had no problem navigating through        the menu and the structure was well understood by the        participants. 

 

Regarding the aesthetics of the prototype, most participants        expressed that they liked the way the prototype looked, but        some concerns were raised by the size of content pictures and        the size of content labels. Certainly, issues that should be        looked more into, it could, however, be affected by the test        setup which was used during the user evaluation. During the        design phase, the prototype was developed using a 24­inch       

display, and the prototype was then tested on a 13­inch laptop        screen. One issue, however, mentioned by a participant, that it        was somewhat difficult to get an overview of the quality of the        content fast, because it was hard to tell the difference with a        progress­bar­like rating indicator, in combination with the        rating text being small. This should be addressed in the before        moving   on   into   the   development   phase   of   this   project. 

 

Total played count or active player count is a feature that some        participant expressed their interest in, which was not included        in this design. This is a reasonable demand since if the game in        question is a multiplayer game, nobody would like to play        alone[3][4][5]. The reason behind not including the player        count in this design is mainly based on two assumptions.       

Firstly, using a such a player count would not do some games        justice, for example, single player games versus multiplayer        games. Secondly, showing a player count could help the        popular games get more popular, embracing a rich­get­richer        behavior[10]. However, it could potentially hurt some less        popular games severely regarding popularity. In a purely user        governed content delivery platform, this might also severely        prevent   new   up   and   coming   content   to   become   popular. 

 

Some other features that participants have expressed interest in        are the possibility of looking into what their friends have played        and being able to get random game with genre preferences,        which   could   be   helpful   in   providing   users   with   more   choices. 

 

A few participants replied in the interview that they wish to see        reviews from favorite YouTubers and well­known review        websites like IGN or Metacritic. A way to implement this could        be prompting users to enter their favorite YouTubers when the        user starts the game for the first time, and the system would        then crawl through YouTube and locate those videos,        displaying them in the detailed view. Well­known review        websites, however, should be kept out from the design. With        knowledge gained from the survey and interview, it is one of        the least used ways to find out information regarding games.       

Including this in the design may result in most users        experiencing   unnecessary   clutter. 

 

A balance between aesthetics vs functionality is important.       

Relating to the systems which were presented in related        work[17][18], they seem to be designed around the aesthetics        of the game and therefore have limited functionality, to maintain        a consistent graphical profile. These system lacks the ability for        categorizing content by genre, neither are there a review system        in place. This presents several problems for platform longevity        and user welfare. Display of content is purely based on user        rating, meaning the newly uploaded content have no way of        gaining popularity quickly. Since the front page of the content        selection page is always occupied by highest rated content and        most played, which might give content creator less incentive to        create new content, and less refreshing content would, in turn,        be   delivered   to   users.   

 

A suggestion made by the development team was to include a        Facebook wall style of social page, where users could choose        to post their experiences or what they are currently enjoying.       

However, there are couple of arguments to be made for not        including similar services; Firstly, for the initial stage of the        project, it is beneficial to have users share their experience on        other social platforms instead of an embedded one, which could        lead to more exposure. Secondly, assumptions were made that        such platforms are rarely used, implementing such solution        could   result   in   unnecessary   clutter   in   the   interface. 

 

References

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