getting into the game: how ea put user research into practice
TRANSCRIPT
HI…SHANE JOHNSTON
LEAD EXPERIENCE PLANNER, EFFECTIVE UI www.linkedin.com/pub/shane-johnston/58/92b/6b1/en
https://twitter.com/shanebjohnston
JORDAN GIRMAN USER EXPERIENCE DIRECTOR, EA https://www.linkedin.com/in/jordangirman
https://twitter.com/moonwaffle
AGENDA: • CONTEXT • WHY PERSONAS • SELECTING A VENDOR • EFFECTIVE UI’s APPROACH • PUTTING RESEARCH INTO PRACTICE • WHAT’S NEXT • SUMMARY
ELECTRONIC ARTS IS A NERDY PLACE TO WORK.
The social awkwardness is palatable when you walk in the building.
The ratio of pony tails to females working in the studio is off.
If you are wearing a suit people assume that you are selling something or here to fix the copy machine.
ELECTRONIC ARTS IS A NERDY PLACE TO WORK. AT THE SAME TIME IT IS THE MOST ACCEPTING CORPORATE WORKING ENVIRONMENT I HAVE EVER BEEN IN.
digital experience @ EA
You have a bunch of people who were potentially alienated in high school and you toss them in an environment with like minded people who not only are into the same things but genuinely appreciate them.
Because of this people stay at EA for much longer than most places. Being 34 years old and have been at EA for 16 years is not uncommon
EVERYONE IS A GAMER, SO PEOPLE FEEL THAT THEY ARE DESIGNING FOR THEMSELVES. WE WANT TO CHANGE THE CONVERSATION FROM, “WHAT WOULD I DO” TO “WHAT WOULD THE PLAYER DO”
WHY PERSONAS
Different teams working from different view point. Marketing working from one point and development working from another. Lots of data but no one was using it.
USER EXPERIENCE DESIGN IS A NEW THING FOR THE GAME TEAMS AT EA SPORTS.
When I first started all people wanted me to do was UI and wireframe. Process of research first and design based off of that research was not common place
THE RESEARCH OUR TEAMS WERE GETTING WAS FOR HOW PEOPLE BUY. WHAT THE GAMES TEAM NEEDED WAS FOR HOW PLAYER ENGAGED.
GAME DESIGNERS CONTACT WITH PLAYERS WAS MAINLY WITH THE HARDCORE THROUGH FORUMS AND SOCIAL MEDIA, WHERE HARDCORE PLAYERS WOULD COMMENT.
1 ALIGNBuilding consensus around a clear and consistent view
Organizing increasing amounts of data
2 INSPIRE Ethnographic and about real people creating a realistic view of the people we design for
Allowing designers to separate themselves from the design
3 VALIDATEBack up design decisions
Help with stakeholder reviews
Ensure you are testing against the players the product was designed for
PERSONA CAN
ETHNOGRAPHIC RESEARCH FOCUSED ON: • Behaviour • Motivation • Environment (context) • Social Structure
What does organization hope to learn? How can we make the learnings relevant? How will they use what they learn?
EffectiveUI’s APPROACH
GET THE TEAM INVOLVED IN THE RESEARCH
THE PROCESS OF CREATING A PERSONA IS AS IMPORTANT AS THE FINAL RESULTS. BY BRINGING DESIGNERS INTO THE PROCESS YOU GET BETTER BUY-IN FOR THE OUTCOME, MORE TRUST IN THE PERSONAS AND MORE PERSPECTIVES CONTRIBUTING THE FINAL RESULTS
Persona Group
Co-operative Offline Modes
Online Co-operative Play
Integrated Communications
Gameplay Imperatives
Gamer’s Journey
Pain Points
Incompatible Online Community
Lack of Social Currency
Motivations
�����������Control
Challenge
AuthenticitySocial
Narrative
Self Improvement
������������������
2
After a long day at work, Kevin will typically unwind with the members of his
old junior league hockey team over a couple of EASHL games. He typically
plays left wing and takes pride in making a great assist. The game gives him a way
to stay in touch with his old teammates as they are now located all across the
country. He firmly believes in the philosophy of “it’s better to lose togeth-
er than win alone”.
3
1
1
2
ContactStatusPerformanceExtrinsic RewardsMasteryCharacterEnvironmentPre-establishedScenarioProjectionSelf Imposed Challenge
Predictable Challenge
Variable Challenge (Human)
SportEventOrganization
Values
100+900
200+800
200+800
400
+600400
+600500
+500400
+600400
+600400
+600500
+500400
+600500
+500400
+600400
+600400
+600400
+600
300+700
Wingman KevinKevin
Context of Play
Team Based
Online Co-op 2
1
Affinity
NHL = Moderate to High
Sport = Low to Moderate
Training and Goal Oriented
On-boarding
Franchise FanFranchise Fan
Sports FanSports Fan
Franchise AthleteFranchise AthleteFranchise GamerFranchise Gamer
Sports GamerSports GamerSports AthleteSports Athlete
I play EASHL with my best friend who lives in
Boston, we used to play hockey juniors
together, this is primarily how
we stay in touch.
Persona Group
When Nathan was younger, he often created his own make-believe hockey teams. He would work
for hours designing the jerseys, rosters, and details of the stadiums. Nathan now brings that
same spirit of creation to the NHL game. He expects that the game will provide him with a
rich NHL narrative experience or allow him to construct his own. He will spend hours custom-
izing every detail of a team or player. He will then use those teams or players to recreate
NHL events or do things that would never exist.
Narrative Nathan
Gameplay Imperatives
Gamer’s Journey
Pain Points
Repetitive Storylines
Restricted Customization
Nathan
Motivations
�����������Control
Challenge
Authenticity
Social
Narrative
Self Improvement
������������������
2
3
1
1
2
ContactStatusPerformanceExtrinsic RewardsMasteryCharacterEnvironmentPre-establishedScenarioProjectionSelf Imposed Challenge
Predictable Challenge
Variable Challenge (Human)
SportEventOrganization
Values
400
+600500
+500400
+600300
+700300
+700200
+800
100+900
500
+500400
+600100
+900
500
+500400
+600500
+500300
+700400
+600200
+800
400
+600
Context of PlayAffinity
NHL = Moderate NHL Team = HighSport = Low to Moderate
Training and Goal Oriented
On-boarding
Character Based
Sandbox 2
1
Deep story / career modes
Variable sub-plots
Vast customization
Franchise FanFranchise Fan
Sports FanSports Fan
Franchise AthleteFranchise Athlete
Franchise GamerFranchise Gamer
Sports GamerSports GamerSports AthleteSports Athlete
I’ve recreated the Denver Cutthroats in the game.
I’ve found a mascot that is similar, I’ve
got the colors accurate,
uploaded their intro music
and goal sounds.
Persona Group
Glenn views himself as a hockey fan, but more importantly, as an ex-athlete of hockey. He
plays in a rec. league, but he knows his glory days are behind him. He cares deeply about the
ethos and philosophy of hockey and brings his knowledge of the sport to the game. The way he
plays hockey is closely linked to how he plays the game. Glenn is not great at video games in
general, but that’s OK with him. He doesn’t need to master the game and is often OK with
losing as it reflects the reality of the sport.
Legend Glenn
Specialization of Style
In-Game Sporting Culture
Player Performance Feedback
Gameplay Imperatives
Context of Play
Gamer’s Journey
Pain Points
Lack of Technical Gameplay
Unrealistic/Inauthentic AI
Glenn
Motivations
�����������Control
Challenge
AuthenticitySocial
Narrative
Self Improvement
2
3
1
1
2
ContactStatusPerformanceExtrinsic RewardsMasteryCharacterEnvironmentPre-establishedScenarioProjectionSelf Imposed Challenge
Predictable Challenge
Variable Challenge (Human)
SportEventOrganization
Values
400
+600200
+800
200+800
400
+600400
+600400
+600400
+600500
+500500
+500300
+700700
+300400
+600400
+600100
+900
300+700
300+700
100+900
Affinity
NHL = High Sport = High
Training, Enculturation, and Meaningful
Learning
On-boarding
Offline Hero
Couch Mode 2
1
������������������Franchise FanFranchise Fan
Sports FanSports Fan
Franchise AthleteFranchise Athlete Franchise GamerFranchise Gamer
Sports GamerSports GamerSports AthleteSports Athlete
I call the game my virtual whiteboard,
it allows me to incorporate
things from the ice into the
game and vice versa.
PRACTICE THERE HAS TO BE AN UNDERSTANDING THAT USING PERSONAS TAKE PRACTICE. WE AS A GROUP ARE GOING TO SUCK AT FIRST BUT THE MORE WE USE THEM MAKE THE BETTER WE WILL BE AND THE MORE WE WILL NEED THEM.
STORY TELLING STORY TELLING IS A PART OF OUR COLLECTIVE SOCIETY. SO TELL STORIES. MAKE THE PERSONAS REAL. THE MORE STORIES THAT ARE TOLD THE MORE REAL THEY BECOME. THE EASIER THE DATA IS TO UNDERSTAND.
MEETINGS BRINGING THE PERSONAS INTO MEETINGS SO EVERYONE STARTS WITH THE SAME POINT OF VIEW. HERE IS THE PROBLEM SO HOW WOULD BOB THE PERSONA HANDLE IT. CHANGE THE FOCUS OF THE DISCUSSION TO THE PLAYER.
TESTING
YOU HAVE TO TEST AGAINST WHO YOU DESIGNED FOR. USE THE PERSONAS TO HELP GUIDE RECRUITING. RESULTS WILL BE MORE SIGNIFICANT.
• Personas used to focus developers on real people and their challenges
• Personas help identify appropriate technologies and assess feasibility
• Personas used to determine accessibility requirements
DEVELOPMENT
Persona Group
Glenn views himself as a hockey fan, but more importantly, as an ex-athlete of hockey. He
plays in a rec. league, but he knows his glory days are behind him. He cares deeply about the
ethos and philosophy of hockey and brings his knowledge of the sport to the game. The way he
plays hockey is closely linked to how he plays the game. Glenn is not great at video games in
general, but that’s OK with him. He doesn’t need to master the game and is often OK with
losing as it reflects the reality of the sport.
Legend Glenn
Specialization of Style
In-Game Sporting Culture
Player Performance Feedback
Gameplay Imperatives
Context of Play
Gamer’s Journey
Pain Points
Lack of Technical Gameplay
Unrealistic/Inauthentic AI
Glenn
Motivations
�����������Control
Challenge
AuthenticitySocial
Narrative
Self Improvement
2
3
1
1
2
ContactStatusPerformanceExtrinsic RewardsMasteryCharacterEnvironmentPre-establishedScenarioProjectionSelf Imposed Challenge
Predictable Challenge
Variable Challenge (Human)
SportEventOrganization
Values
400
+600200
+800
200+800
400
+600400
+600400
+600400
+600500
+500500
+500300
+700700
+300400
+600400
+600100
+900
300+700
300+700
100+900
Affinity
NHL = High Sport = High
Training, Enculturation, and Meaningful
Learning
On-boarding
Offline Hero
Couch Mode 2
1
������������������Franchise FanFranchise Fan
Sports FanSports Fan
Franchise AthleteFranchise Athlete Franchise GamerFranchise Gamer
Sports GamerSports GamerSports AthleteSports Athlete
I call the game my virtual whiteboard,
it allows me to incorporate
things from the ice into the
game and vice versa.
SUMMARY
• Bring the people using the research into the research
• Tell stories about that persona to create empathy
• Business and the Users are included in the process
• Requirements written in the context of the personas
• Personas are the discussion point in every meeting
• Include the personas in the documentation (including thoughts, concerns and opportunities)
• Personas used to focus developers on real people and their challenges
• Personas help identify appropriate technologies and assess feasibility
• Personas used to determine accessibility requirements
• Marketing plan matches designer plan
• Participants for usability testing screened to match personas
• Testing scripts designed to match key motivations and goals
Adoption Socialization Utilization
READING
• It’s Our Research, Tomer Sharon • About Face 3, Alan Cooper • The Essential Persona Lifecycle, Tamara Adlin and John
Pruitt