Articles:Interview About Prototyping and Usability with Jenova Chen

From unthinkMedia

Due to being based on a school project (http://interactive.usc.edu/projects/cloud/flowing/), Jenova went with a connivence approach of user testing leading up to Beta testing.

  1. Mentor/Peer Review
  2. Friends and Family
  3. Beta Testing

Feedback was pivotal in identifying problem with gaming mechanics on an earlier iteration called Traffic Light, where users could could control the difficulty of the game with a scrollbar. In Fl0w he decided to integrate the functionally deeper in the game mechanics.

process

His iterative process is pretty standard

  1. Design
  2. Implement
  3. Test
  4. Repeat

prototyping

Jenova believes it is only work prototyping features that are somewhat risky, and may when there may be other design decisions are depending on this feature. I agree with this, in a fairy tale world you would have the option to test everything, but due to budgets and time constraints that is typically not the case. Bellow are the 4 areas that Jenova decided to test on fl0w.

  • Visual Prototype: test the system limitations
  • Control Prototype: testing out movement and fluidity of controls
  • Game Play Prototype: Sandbox for testing game mechanics
  • Sound Prototype: Creating audio prototypes and share with experts for critique

It is important to note that, since this is a prototype you need to express the intent of the prototype, and identify any bugs or flaws that might cause your tester to loose focus on their tasks.