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