Preparing for user testing
As we approached the end of the course, and thus the end of our prototyping time, we focused on getting the prototype ready for testing. This meant that some features had to be left out due to time constraints. We chose to leave out the idea of the rocks falling from the sky doing damage to the rover, and the interactions we had planned around this sytem, since it was adding additional complexity and was mostly a way to increase the difficulty of the game. Testing without it meant we still got the core communication aspect tested, and also had a meaningfull baseline for how difficult the game was without it.
We also decided what we needed to figure out from the test and designed the test around that. Primarily we wanted to see if the systems we had made, would challenge the players' ability to communicate and create co-operative strategies on the fly.
Testing with users
In order to test our prototype we invited students from other courses, introduced them to the objective of the game and observed them playing two rounds where they changed roles in between. Finally we spoke to them in a group setting afterwards to hear how they experienced it in their own words and ask them about some specific questions.
The tests were succesful in showing us where the prototype worked, where it needed improvements and how in some ways, the underlying concept could also be improved upon.