Total Participants:
Number of recurring participants:
Age Group:
Each one of the participants will be approached individually (online, through Disocrd services - this would happen during practical sessions) and asked to participate in the testing of the product (i.e Game).
Each potential participant will be given a link to a Consent Form/Privacy Statement to confirm whether or not they wish to take part and be fully involved in testing.
Any/All questions regarding participation will be answered accordingly.
Any/all playtesting sessions will be arranged before hand and all required participants will be informed. If any participant cannot make it then a immediate testing session will be arranged as soon as possible to retain a constant stream of credible and consistent data. All of the testing sessions will also be carried out remotely due to current safety regulations - Therefore these will take place on Discord.
Alternatively, testing can be conducted in the testers own time were quantitative data will be gathered via a questionnaire (however with this approach no emotional notes can be made in full).
Each tester will be assigned to a unique identifier code to seperate data. Their personal information will not be breached. Along side this a note of their age will be made if the participant agrees to disclose this information. If the tester is recurring then their unique Identifier stays with them.
Each one of the play testing sessions should take no longer than 10-30mins (max). During this time each one of the participants will be handed a build of the game via a shareable google drive link. The tester will play through the build as appropriate.
If applicable, throughout the session I will take note of any emotional notes or similar feedback the player may output. e.g if a grunt is made take note when it happened and a potentially why - this could be clarified during playthrough or afterwards as to why they reacted that way.
A range of Qualititive data can/will be collected once a test playthrough is complete(the above example also counts a qualitive data). This will be done with the use of spoken range of questions or with the use of a online questionnaire.
The purpose of the testing is to collect a stream of meaningful data that will ultimately be used to solve potential issues with the product and improve its usability/design. To do so, the data collected on each participant will be analysed and key observations will be made, an average can then be worked on the potential causation of the issue as a result of the average.
The aim is to create a natural and relaxed atmosphere/environment in which the player doesnt think of themselves as a tester but rather just a standard player.