Captain Crimson’s Journey

Year: 2023 Fall

Duration: 3 Months

Tools: Unity/Figma

Category: PM/UX

Early Sketches

Game Screenshot

Early Sketches

Game Screenshot

Play Testing with Children

Play Testing with Children

Play Testing with Children

Play Testing with Children

Credits: Photo by Greer Rivera for Northeastern University

Playtesting with Children

The primary aim of playtesting with Mills’ school children is to gather feedback on our game’s design from the perspective of its intended audience, the kids. Their feedback highlighted areas for improvement, confirm hypotheses about usability, and identify unforeseen issues. Through observation and direct engagement, developers can refine their products to better meet the educational and entertainment needs of children.

During our playtesting sessions with children, we encountered a significant and consistent issue: the majority of our young participants experienced difficulty using the traditional WASD keyboard controls. This observation is particularly noteworthy as it suggests a shift in the familiarity and ergonomic comfort levels of children with conventional gaming interfaces.

The struggle with WASD controls has far-reaching implications for game design and educational software development. It suggests a potential disconnect between current user interface designs and the intuitive control schemes familiar to the newest generation of users. This gap could affect not only the accessibility of games and educational tools but also their ability to engage and retain the interest of young users.

Strategies for Addressing the Issue

Given the importance of inclusivity and accessibility in game and educational tool design, it's vital to consider alternative control schemes that cater to the ergonomic and intuitive needs of children. Here are several strategies that can be explored:

  1. Incorporation of Gamepad Support: Introducing compatibility with gamepad controllers can bridge the gap for children more accustomed to console or mobile gaming interfaces. Gamepads may offer a more intuitive and physically comfortable option for young users, aligning with their gaming experiences outside the PC platform.

  2. User-Centered Design and Research: Engaging in ongoing research to understand the preferences, abilities, and challenges of child users regarding game controls is critical. This may include playtesting sessions specifically designed to compare the effectiveness and comfort of different control schemes, including gamepads, to inform development.