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Confirming Vision

Talkat Konsoll 2019 · 2019-10-17..10-18· [ux-and-product-design]
links:none on file
slides:none on file

Covers concrete user-research wins: telemetry shows jetpacks lowered K/D in Halo four because airborne players are easier to hit; a Battlefield Hardline “freeze” verb initially has near-zero use so developers add explicit HUD targets, partner handcuffing and weapon rewards and adoption increases; Oculus Touch onboarding builds a timid robot demo that uses monkey-see monkey-do teaching, relies on players’ mental models so they don’t walk through a table, and teaches controllers in minutes. Methods: playtest labs, telemetry heat maps, surveys, and iterative design changes.

AI-written summary · about

  1. 0:00Start
  2. 0:04Scott Warner
  3. 4:49Why Would We Use Research At All
  4. 7:05John Landis
  5. 11:29Battlefield Four
  6. 14:31Design Methodologies
  7. 15:04Accessibility
  8. 15:51Magnetism
  9. 16:20Relatability
  10. 18:12Kurosawa
  11. 18:46Affordance
  12. 22:10Ludonarrative Dissonance
  13. 26:44Examples of Market Research
  14. 29:59User Research Does Not Guarantee Success
  15. 31:24User Research
  16. 33:34Battlefield Hardline
  17. 41:07The Robot Demo
  18. 43:37Character Interaction Is Great in Vr
  19. 49:16Mode Discovery in Halo 4
  20. 50:58Madden 25
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