NNGroup on Games User Research

My talk on designing a playtest lab had a certain Jakob Nielsen in the audience. It was subsequently featured in the NNGroup article explaining the myriad differences between mainstream user research and games user research.

Sebastian Long from Player Research in the UK described his company’s playtesting lab: The observation room included a big projection display with reduced versions of 12 users’ screens, as well as a pushbutton switch for observers to select one of the 12 screens to be magnified. […] This need to alternate between surveying many peoples’ broad behavior and detailed attention to a single person’s specific interactions is rare outside games research.

Jakob Nielsen, NNGroup

What Should A Playtest Smell Like?

Running playtest sessions is remarkably difficult. It’s easy to overlook simple practices that can ruin the feedback you collect. This article considers common mistakes, through the lens of the playtester’s five senses.

To get unbiased and honest feedback from invited members of the general public you’ll need to carefully consider their every sight, sound and smell during your playtests. So what does a great playtest smell like?

Building Confidence in GamesUR

There were remarkably few talks or resources on the commercial realities of games user research: What does a typical day look like? What’s the workload to be expected?

At GamesUR SF 2017 I co-presented a talk on GamesUR foundations with Ubisoft Researcher Lanie Dixon to answer commonly-asked questions from the community.

Develop Award: 2016

The Develop Awards spotlight the best of video game development across the world, highlighting studios, service providers, games and their developers. Player Research won the ‘Services’ award in 2016.

  • Audiomotion Studios
  • Flipbook
  • Formosa Interactive
  • GameDev Network Limited
  • d3t
  • Player Research
  • Red Kite Games