Rhythm
Breaker User Test Results
Graphics
and Interaction
During early
user testing, a critical issue was that the players did not understand
the purpose of the application without explanation when they saw
it for the first time. To increase the program's intuitiveness,
the proposed solution was to have a stationary "conductor" at
the center of the table that sends out visual cues to the pads
to signal the players when to hit. Since it takes time for the
visual cues to move from the center to a pad, the players have
time to prepare before they hit the pads. Further user testing
with this solution revealed that nearly all of the players were
able understood that they were supposed to hit the pads when the
visual cues reached the pads; and many realized the cues were
timed to match the background rhythm.
A scoring
system based on the players' rhythmic accuracy was also added
so that an ultimate victor could be declared at the end of the
game. The players are able to see their scores during the game
and text messages are also given as visual feedbacks to the players
based on how well they are keeping with the beat. For example,
if a player hits a pad and matches a beat perfectly, an image
of the word "PERFECT!" scrolls upward from his/her pad.
There was
also some experimentation as to how the waves should behave. One
idea was that the waves would go all the way across the table,
but the strength of the wave would be determined by how well the
player was matching the rhythm - that is, the more accurate the
hit, the thicker the wave. The other idea was that the waves would
only move a distance proportional to how well the player is doing
- so if a player was doing well, his/her waves will travel farther.
Based on user test results, the former idea was implemented, since
the latter was confusing for some players.
Music
and Audio
The original
scheme had different pieces of the background rhythm delegated
to different players in order to try and make the entire rhythm
a combined product of all of the players' efforts. User testing
revealed that most players perceived that there were three completely
different rhythms that didn't make much sense together. The composition
was simplified so that all three players were given a single,
unified rhythm to match.
Audiovisual
Integration
A major challenge
was striking an appropriate balance between the visual and audio
elements. After the "conductor" component was integrated into
the experience, most players focused their attention almost exclusively
on the visual cues. A significant number felt that if they had
diverted their attention to elsewhere on the table, they would
not be able to follow the rhythm. Simplifying the musical tracks,
starting simple, and pacing the changes started to help, but continued
tuning is necessary. The key here is finding a rhythm that is
very simple at first, repeat it for a long time, and then gradually
increase its difficulty. This would make the players focus on
the visual cues initially, learn the rhythm quickly, explore what
else is going on, and then, if necessary, have the visual cues
available as a crutch when the rhythm becomes more difficult to
follow.
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