Usability Testing

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Insights in this document were gathered by testing Google Daydream Elements with ETC first and second year students in fall of 2017. All participants were through 8 of the 9 test experiences (all but Daydream Renderer). At the end of the test, all players were then asked to answer a survey about what did and didn't work as well as comparatively rate the choices. This breaks down into a section on movement, object interactions, and menus.


Testers were asked to play through the teleportation, tunneling, and chase camera experiences. From that, they were asked to rank the 3 based on their experiences in each section. We then compiled these results and abstracted the data into a few insights.

The control method that was ranked the highest across our testers was the chase camera. Testers consistently ranked it high because they felt it gave them the best sense of what they are in the world. Testers also stated that it helped them to understand their relationships with the world and, if the experience had any, other characters. Most testers didn't report feeling motion sick when the character moved which came as a surprise.


Testers were asked to play through the click menu, constellation menu, and the swipe menu experiences. From that, they were asked to rank the 3 based on their experience with each menu. From this data, we were able to extract some useful information.

The menus all had similar rankings with each being rated the best twice. However, there was some interesting information that come from the second and third place rankings. For one, the click menu was never ranked last. It was always ranked first or second meaning that in the worst case, it was usable but not the most interesting. We also noticed that with the swipe menu, players needed to constantly be looking at their controller which is awkward. The constellation menu mostly had issues with accidentally selecting menus by simple rolling over it. This caused the menu to repeatedly collapse when you don't want it to.