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Playtesting and UsabilityLaajuus (5 cr)

Code: IM00DS64

Credits

5 op

Objectives

Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.

Content

Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.

Prerequisites

None

Assessment criteria, satisfactory (1-2)

The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.

Assessment criteria, good (3-4)

The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.

Assessment criteria, excellent (5)

The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.

Further information

Aimed for Game Academy students.

Enrolment period

07.06.2024 - 30.09.2024

Timing

02.09.2024 - 13.12.2024

Credits

5 op

Virtual portion

3 op

RDI portion

3 op

Mode of delivery

40 % Contact teaching, 60 % Online learning

Unit

Business Information Systems

Campus
  • TAMK Main Campus
  • TAMK Mediapolis
Teaching languages
  • English
Seats

15 - 30

Degree programmes
  • Degree Programme in Business Information Systems
  • Bachelor's Degree Programme in Media and Arts
Teachers
  • Pasi Pekkanen
  • Jan Krebber
Person in charge

Pasi Pekkanen

Groups
  • 23TIKOGAME
  • 23MEDIAART
    Degree Programme in Media and Arts

Objectives (course unit)

Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.

Content (course unit)

Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.

Prerequisites (course unit)

None

Further information (course unit)

Aimed for Game Academy students.

Assessment criteria, satisfactory (1-2) (course unit)

The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.

Assessment criteria, good (3-4) (course unit)

The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.

Assessment criteria, excellent (5) (course unit)

The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.

Location and time

Wednesdays 15-18, GameStudio C3-13

Exam schedules

No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.

Assessment methods and criteria

- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)

Assessment scale

0-5

Teaching methods

Lecture with integrated exercises and homework as pairs or single.

Learning materials

Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material

Student workload

45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total

Content scheduling

- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)

Practical training and working life cooperation

All major methods will be exercised with real life examples.

Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics

Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics

Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)

- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics

Enrolment period

07.06.2023 - 30.09.2023

Timing

01.09.2023 - 08.12.2023

Credits

5 op

Virtual portion

3 op

RDI portion

3 op

Mode of delivery

40 % Contact teaching, 60 % Online learning

Unit

Business Information Systems

Campus
  • TAMK Main Campus
  • TAMK Mediapolis
Teaching languages
  • English
Seats

15 - 30

Degree programmes
  • Degree Programme in Business Information Systems
  • Bachelor's Degree Programme in Media and Arts
Teachers
  • Pasi Pekkanen
  • Jan Krebber
Person in charge

Pasi Pekkanen

Groups
  • 22MEDIAART
  • 22TIKOGAME

Objectives (course unit)

Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.

Content (course unit)

Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.

Prerequisites (course unit)

None

Further information (course unit)

Aimed for Game Academy students.

Assessment criteria, satisfactory (1-2) (course unit)

The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.

Assessment criteria, good (3-4) (course unit)

The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.

Assessment criteria, excellent (5) (course unit)

The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.

Location and time

Wednesdays 15-18, GameStudio C3-13

Exam schedules

No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.

Assessment methods and criteria

- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)

Assessment scale

0-5

Teaching methods

Lecture with integrated exercises and homework as pairs or single.

Learning materials

Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material

Student workload

45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total

Content scheduling

- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)

Practical training and working life cooperation

All major methods will be exercised with real life examples.

Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics

Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics

Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)

- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics

Enrolment period

10.06.2022 - 30.09.2022

Timing

01.08.2022 - 16.12.2022

Credits

5 op

Mode of delivery

Contact teaching

Unit

Business Information Systems

Campus
  • TAMK Main Campus
  • TAMK Mediapolis
Teaching languages
  • English
Seats

15 - 30

Degree programmes
  • Degree Programme in Business Information Systems
  • Bachelor's Degree Programme in Media and Arts
Teachers
  • Pasi Pekkanen
  • Jan Krebber
Person in charge

Pasi Pekkanen

Groups
  • 21MEDIAART
  • 21TIKOGAME

Objectives (course unit)

Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.

Content (course unit)

Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.

Prerequisites (course unit)

None

Further information (course unit)

Aimed for Game Academy students.

Assessment criteria, satisfactory (1-2) (course unit)

The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.

Assessment criteria, good (3-4) (course unit)

The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.

Assessment criteria, excellent (5) (course unit)

The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.

Exam schedules

No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.

Assessment methods and criteria

- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)

Assessment scale

0-5

Teaching methods

Lecture with integrated exercises and homework as pairs or single.

Learning materials

Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material

Student workload

45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total

Content scheduling

- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)

Practical training and working life cooperation

All major methods will be exercised with real life examples.

Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics

Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)

- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics

Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)

- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics