Games User Experience Research Tip
There are 3 broad ways to classify errors:
- Skill: Errors in Fast & Automatic responses
- Rule: Errors in IF, THEN learnt rules
- Knowledge: Errors in slow, logical/reasoned thought
Knowing at what level an error is can help you prevent it & also how to use it
There are 3 broad ways to classify errors:
- Skill: Errors in Fast & Automatic responses
- Rule: Errors in IF, THEN learnt rules
- Knowledge: Errors in slow, logical/reasoned thought
Knowing at what level an error is can help you prevent it & also how to use it
Comments
e.g. doing something more automatic when you mean to do another or confusing an enemy as an ally
Skill Errors happen often, with least consequence
A double capture slip is where workload increases and a stronger automatic action takes over from your intended one
e.g. During a stressful moment you press Square instead of X on a PlayStation controller, because you are used to a Xbox controller where X is left not down.
Double capture slips are also often part of what makes a game hard e.g. rhythm games are all about increasing workload to cause these types of errors.
An omission following interruption is when you get interrupted and once the interruption is over a more automatic action happens
e.g. Enter the room to get a key, a monster attacks, then you leave the room to keep on exploring but leave the key behind
Or designing areas that can't be left white collecting the required thing, even if there are distractions
Delay reducing control is when you are prompted to do something in one situation, but it requires time to get to the location/situation where the action occurs
When you arrive the prompt that triggered the action is gone and you left wondering what you had to do again?