Objective
After redesigning the cards and tweaking the rules based on the last user testing. I hosted another user testing session. However, I had some feedback that perhaps my target audience isn't exactly the type that would bring this game home with them, so I tweaked the target group a bit.
Process Breakdown
Target Audience
For the second tests, players are Vietnamese diasporas living in Singapore, and away from family, age ranging from 24-30. This shift in player yielded much different results. As I had both the digital and physical version of the prototype, I offered both to the players, and they all preferred the physical cards, stating that for face to face session, if the cards were available, it would be better. But the digital version would be convenient if they wanted to play with friends and family online.Gameplay
Players still enjoyed the story sharing mechanics, and the session was again self-facilitated by players, where players natural took turns to share their experience, and no skipping was needed. However, compared to the last user test groups, this group was much more reserved in the beginning, and took at least one round before they were fully comfortable expressing themselves to each other. And the flow was very structured, as they wanted to go in a specific order, while the previous group let the conversation happen naturally and they would follow up on each other's stories in a free flow.Results
During the post-game interview, the players expressed higher interest in playing with family and suggested questions that they are curious about their own family history but aren’t comfortable asking directly. Players allowed me to conduct a test in their family home, so I believe that is a success and what I will consider for the next user testing phase.Key Takeaways
- This test proved to be much more successful, especially regarding future development of the project.
Reflection
Players enjoyed the game, but also expressed more positive attitude towards playing with family.