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Usability Testing

☻Qualitative Method:
Explore how players feel and behave through interviews, observations, and open-ended feedback. (with optional quantitative metrics)

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Best Stage: Prototype → Beta

Primary Goal: Identifying usability issues, navigation problems, and interaction friction

Effort: Moderate

Overview

Usability testing in games focuses on identifying where players struggle with the interface, controls, navigation, or features—anything that disrupts smooth, intuitive play.
 

This isn’t exactly an Accessibility Audit, though the two are closely related.
 

Today, we’re focusing on usability issues, which means:
 

Can players do what the game expects them to do?

This is different from personal preferences or opinions about the game.

For example:
 

  • Opinion: “I don’t like that weapons break in Zelda.”

  • Usability Issue: “I don’t understand why my weapons keep breaking.”
     

We're focused on the second type—confusion or friction caused by the game’s design that prevents players from achieving their goals.
 

How Do You Know What Players Are Supposed to Do?
 

To evaluate usability, you need a clear understanding of the intended player behavior for each mechanic or feature. That means speaking with designers to document:
 

  • What players are expected to do

  • What cues or instructions guide them

  • What success looks like

How to run a usability test

1. Define Your Goals
 

Ask:

“What player behaviors should we be seeing?”

“What are we worried players may not understand?”
 

Examples:

  • Can players complete the tutorial without confusion?

  • Do they understand the inventory system?

  • Can they find and complete a quest?
     

2. Choose the Right Build & Tasks
 

Prepare a stable build with a clear task scope. Avoid testing too many systems at once.
 

Examples:
 

  • Complete the tutorial from start to finish

  • Equip a weapon or item

  • Accept and complete a quest

  • Navigate to a specific location

  • Change settings or controls
     

3. Recruit Test Participants
 

Use players outside your dev team. Ideally:

  • Have never played your game before

  • Match your target audience

  • Don’t give detailed prep ahead of time

5–8 players is usually enough to catch major issues.
 

4. Prepare Your Test Script
 

Create a light script with:

  • A brief intro & consent statement

  • Instructions: “Play like you normally would.”

  • Prompts like:

    • “Tell me what you're trying to do.”

    • “What are you thinking here?”

Keep it conversational and avoid leading them.
 

5. Run the Session (Observe, Don’t Help)
 

Watch what they do and take notes silently.

Track:

  • Where they hesitate, get lost, or click randomly

  • Where they misinterpret UI or instructions

  • What they say out loud (confusion, frustration)

Use screen + audio recording if you can.
 

6. Debrief & Analyze
 

Look for patterns:

  • Did several players miss the same thing?

  • Was the interface misleading or did players make assumptions?

Organize issues by severity (critical, major, minor) and discuss fixes with your dev team.

More Resources:

Nielsen Norman Group. (n.d.). Usability testing 101. Nielsen Norman Group. https://www.nngroup.com/articles/usability-testing-101/
 

​Hodent, C. (2020). Video game UX psychology: How cognitive psychology can help you build better games. Celia Hodent. https://celiahodent.com/video-game-ux-psychology/
 

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