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The most important Fanfest talk - which nobody attended!

Author
Aeron Sophus
Sebiestor Tribe
Minmatar Republic
#1 - 2012-04-29 00:45:51 UTC
EVE Fanfest 2012: User Centered Design

It basically explains why CCP seems so changed recently/since Crucible. It's not just that they started listening. It's that they actually changed the way they approach things on a fundamental level, and for the better.

I'm disappointed that there hasn't been a devblog on what is - principally speaking - one of the largest changes to how CCP operates so far.
Luba Cibre
Global Song Setup
#2 - 2012-04-29 01:08:08 UTC
I watched it, was p interesting, but way too short imo.

"Nothing essential happens in the absence of noise." 

seany1212
M Y S T
#3 - 2012-04-29 01:22:15 UTC
Aeron Sophus wrote:
EVE Fanfest 2012: User Centered Design

It basically explains why CCP seems so changed recently/since Crucible. It's not just that they started listening. It's that they actually changed the way they approach things on a fundamental level, and for the better.

I'm disappointed that there hasn't been a devblog on what is - principally speaking - one of the largest changes to how CCP operates so far.


CCP shouldn't have needed to change in the first place, it was them being hell bent on branching out to as many audiences/paying customers as they could and they ended up jack of all trades, master of none Roll. It's been more since Incarna flopped and the community uproar, they had no choice other than to change direction or face more folks leaving their biggest income source.
Aeron Sophus
Sebiestor Tribe
Minmatar Republic
#4 - 2012-04-29 01:37:42 UTC  |  Edited by: Aeron Sophus
seany1212 wrote:


CCP shouldn't have needed to change in the first place, it was them being hell bent on branching out to as many audiences/paying customers as they could and they ended up jack of all trades, master of none Roll. It's been more since Incarna flopped and the community uproar, they had no choice other than to change direction or face more folks leaving their biggest income source.
I disagree with the notion that CCP shouldn't have needed to change in the first place.

The 'practice' of user experience focused design has only really gained traction in the last decade or so, and CCP is over a decade old, with EVE being close to a decade old too.

It's not surprising that they would have not implemented this kind of practice yet, and really ANY company should definitely implemented it for the benefit of their customers. It just leads to better results in the end.

I do agree that they stretched themselves too thin, but that particular topic has already been discussed to death in many other threads, dwelling on it is not gonna bring any further gains. Focusing on helping CCP with improving their UXD practice on the other hand, probably would.

I'd really like to know when they are going to provide the channels for participating in play testing etc. that were mentioned in the talk.

As a side note - another company that's had great success with UXD is one that you're probably very familiar with:
http://pc.ign.com/articles/966/966972p1.html

(The slides for that talk are here btw: http://www.valvesoftware.com/publications/2009/GDC2009_ValvesApproachToPlaytesting.pdf, unfortunately I couldn't find a free video of it.)
seany1212
M Y S T
#5 - 2012-04-29 01:50:03 UTC
Except for 6-7 years they were on the right track with steady increasing subscribers and then they decided to stop listening to the community. The reason they're listening now is that they noticed when you don't listen to the community in an MMO then people leave.

Like I said before they shouldn't have needed to change in the first place because the problems they had could have probably been avoidable by listening beforehand. The fact they decided to add 3 projects at once (Incarna, WoD and DUST) and somewhat turn their back on their income source isn't exactly a sound business plan What?

Granted they need to develop new sources of income, they can't be a one trick pony because even for EvE the cash flow will run dry some day (I will weep on that day Cry) but until you implement those other cash sources you cant go neglecting the original source.
Markus Reese
Deep Core Mining Inc.
Caldari State
#6 - 2012-04-29 02:08:04 UTC
Nice vid, thanks. Interesting info and good to see that they are taking this approach seriously. Needed for a smaller company like ccp.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Pres Crendraven
#7 - 2012-04-29 05:40:10 UTC
I see the idea that its more important to watch what we do instead of what we say, while infuriating to many is repeated in this in a slightly different way. There is a lot that is said on the forums that is simply posturing for what the person is really trying to say. A lot of our written feedback is dross.

Our user base is segmented. Much of it is interdependent but , at this point they are looking at combat. I hope they get it polished soon so they can spend some time on the other segments of their market before they disappear. There was so much room in the sandbox for developing business and social models and project development and operations tools usability.

We have in our hands a most powerful tool to create here but the emphasis is on making it more fun to destroy. Microsoft diverted great usability data to bad uses when they came up with the ribbon thereby destroying an interface that was easy to create with but kinda clunky in daily operation. Reminds me of my drones.

Users can probably be broken into segments like a customer base. The segments differ in fundamental way, we are probably no different. each one has distinct needs and is worth some unique attention. CCP delivers the majority of their product to each of the segments through UI's both within and external to the client. we want different kinds of relationships with CCP. Alliance leaders and fanfest attendees need and pay for a more direct user experience. Some of us need the gate or petition experience, many of us just want a nice user account experience while others whole relationship is through the client.. Not all segments are as profitable as the other and what we are willing to pay for or not all goes into determining a focus segment.

Different users are having different experiences. CCP could just spin up a nice backlog of stuff to address these segments but I don't think real or projected value can be designed unless the customer/user segments are identified first. Marketing, project management, business models all rely on the customer to ultimately design the product and limit the scope or audience. Aiming EVE at the MASS market is probably wrong but not identifying the mass of its market is leads to equally askewing any results even the best efforts.

Meta34me

Corp and Alliance details hidden to protect the innocent.

Vera Algaert
Republic University
Minmatar Republic
#8 - 2012-04-29 06:39:20 UTC  |  Edited by: Vera Algaert
Aeron Sophus wrote:
EVE Fanfest 2012: User Centered Design

It basically explains why CCP seems so changed recently/since Crucible. It's not just that they started listening. It's that they actually changed the way they approach things on a fundamental level, and for the better.

I'm disappointed that there hasn't been a devblog on what is - principally speaking - one of the largest changes to how CCP operates so far.

actually watched that presentation on stream...

the guys I watched it with and me weren't really sure whether to laugh or cry - would have been perfect for buzzword bingo.

I was very disappointed that nobody in the audience had the guts to ask "Please give us one real-life example from your work at CCP that illustrates the benefits (and maybe risks/failures) of the concepts you talked about in your presentation."

I, too, can sit down and write an important sounding whitepaper about software development best practices without having any actual experience to back up my views.
Mind you, I am sure CCP has a lot of experience doing things wrong which might lead to an hypothesis on how to do things right - but before presenting that hypothesis as the ultimate best practice which will cure us from all evil, maybe collect some examples of how trying to do things right works out in practice first?

Even in the Agile and Web 2.0 worlds (where pretty much every random guy thinks up his own buzzword, writes a book about it and then starts touring the conference world) people can usually point to at least a few specific examples of their ideas having been (successfully) implemented in practice (and maybe a few lessons they learned while trying to do so).
Not so at CCP.

edit: as someone who has actually worked a summer at a company that does usability testing and UI development (mostly for websites and software, occasionally for industrial design) - recording your testers while using the product (and hiring poor students to evaluate the videos and screen recordings^^) is pretty standard and the eyeball tracking suggested by the guy from the audience gets used in practice, too.
That's maybe the biggest problem with the whole usability testing approach - to get good results you have to use a wide range of testers which results in a lot of data but you cannot really consolidate and evaluate the test results automatically.
If you just ask your parents and three best friends (or employees) what they think of the UI the whole process is a placebo - to do it seriously you need testers that represent the actual userbase which is both a requirement rgd their qualities (background etc) and their quantity (never too few).
Then you have to do manual evaluation of all recordings, you have to do interviews that have to be conducted and evaluated manually, you need even more testers to test alternative designs for comparison, ... and not only is it a lot of work - with all that manual evaluation your own bias creeps back in again.

.

Pres Crendraven
#9 - 2012-04-29 07:07:51 UTC  |  Edited by: Pres Crendraven
Vera: missed your edit:
but:)

This is not some new whitepaper they came up with. Its been evolving for a decade as someone mentioned and even before that the user interface and ergonomics of design were important but guidelines weren't shared because they were a competitive edge. Xerox and Apple come to mind. But if you don't think they are applying this,l take a look at their recent UI work. From a customer segment point of view they get the most bang for their buck by addressing the areas where most interdependence goes on. EVE is all about interdependence.

They have spent a ton of time on the overview, how about the new sorting and mouse rollover mechanics. The overview is a place where people in space are interdependent. info updates are faster and smoother and mousing after some work become more intuitive. Overall the look and feel is improved. Its smoother and solid.

Another area to look at where we are interdependent are the market screens. A lot of player interaction goes on there. Notice colored market orders and my favorite, color coding stations enroute.

How about another area where PVP occurs the fleet window. Its a big area of interdependence. Boosts work nicer, so do notifications. The small customer segment of fleet commanders are very important. Anything that can be done to integrate comms and fleet and fleet structure and locations could really enhance combat in general. Anything that makes it easier to be a fleet commander might make more FC's available. Every FC that becomes available enhances game play for 2 to 256 end users. Its a channel for delivery of content that affects a few directly but many indirectly. Not enough complain about it. It doesn't get the focus it deserves but it has gotten some.

EVE voice used to be trash. I find it scales well up to incursion size fleets. Its only downside is the disco on the jump and its hardly noticeable. How about the new forum work, we have an RSS feed and the autodraft save as well as the mysterious loss of a bug that occurred while a script looks for likes and responses to subscribed threads. Written and verbal comms between us are better locally and globally.

I probed myself for answers about applications and these started coming to me as I pondered our interdependent interfaces. I've been fired from a few jobs for making things easier for people. Working on old systems is hazardous to your career. They are on the right track to employ this during early feedback on newer projects. :)

Someone needs scout and protect the User teams

Meta34me

Corp and Alliance details hidden to protect the innocent.

Vera Algaert
Republic University
Minmatar Republic
#10 - 2012-04-29 07:55:01 UTC  |  Edited by: Vera Algaert
Pres Crendraven wrote:
But if you don't think they are applying this,l take a look at their recent UI work.

my cynical guess would be that they sometimes ask themselves "what would our users think/do?" or "hey, guy at the next desk, please come over and try this?" and do very little actual testing with actual users (which is a lot of work, expensive and might even lead to unexpected results!).

Improvements like the coloring of market orders have been (very vocally) requested by users for years, detecting these issues is trivial.

The most recent big UI project was the overhaul of the EVE website - and my anecdotal impression is that they didn't do a whole lot of usability testing on that one.

A really basic test would have been to show people "www.eveonline.com" and tell them to download the client - and I have seen multiple alliance mates fail at this.

Most of the EVE website does not pass the "What do you expect to happen if you click on this button?" test, in many cases the user can have no reasonable expectation what he will find under a given caption at all, in other cases the supplied descriptions are just misleading.

.

Indahmawar Fazmarai
#11 - 2012-04-29 08:04:35 UTC
Vera Algaert wrote:
Aeron Sophus wrote:
EVE Fanfest 2012: User Centered Design

It basically explains why CCP seems so changed recently/since Crucible. It's not just that they started listening. It's that they actually changed the way they approach things on a fundamental level, and for the better.

I'm disappointed that there hasn't been a devblog on what is - principally speaking - one of the largest changes to how CCP operates so far.

actually watched that presentation on stream...

the guys I watched it with and me weren't really sure whether to laugh or cry - would have been perfect for buzzword bingo.

I was very disappointed that nobody in the audience had the guts to ask "Please give us one real-life example from your work at CCP that illustrates the benefits (and maybe risks/failures) of the concepts you talked about in your presentation."

I, too, can sit down and write an important sounding whitepaper about software development best practices without having any actual experience to back up my views.
Mind you, I am sure CCP has a lot of experience doing things wrong which might lead to an hypothesis on how to do things right - but before presenting that hypothesis as the ultimate best practice which will cure us from all evil, maybe collect some examples of how trying to do things right works out in practice first?

Even in the Agile and Web 2.0 worlds (where pretty much every random guy thinks up his own buzzword, writes a book about it and then starts touring the conference world) people can usually point to at least a few specific examples of their ideas having been (successfully) implemented in practice (and maybe a few lessons they learned while trying to do so).
Not so at CCP.

edit: as someone who has actually worked a summer at a company that does usability testing and UI development (mostly for websites and software, occasionally for industrial design) - recording your testers while using the product (and hiring poor students to evaluate the videos and screen recordings^^) is pretty standard and the eyeball tracking suggested by the guy from the audience gets used in practice, too.
That's maybe the biggest problem with the whole usability testing approach - to get good results you have to use a wide range of testers which results in a lot of data but you cannot really consolidate and evaluate the test results automatically.
If you just ask your parents and three best friends (or employees) what they think of the UI the whole process is a placebo - to do it seriously you need testers that represent the actual userbase which is both a requirement rgd their qualities (background etc) and their quantity (never too few).
Then you have to do manual evaluation of all recordings, you have to do interviews that have to be conducted and evaluated manually, you need even more testers to test alternative designs for comparison, ... and not only is it a lot of work - with all that manual evaluation your own bias creeps back in again.


Well, that's right. I kind of wonder how can CCP, nor any company, really tune to what their users do without messing themselves into expensive research which all in all will show up the company's own internal bias.

So far CCP's most serious attempt at getting a clue are the auto-surveys carried out from mails -and hey got like 1,700 answers to the roughly 400,000 mails they send every month. I would panic if i was supposed do take seriously those 1,700 guys who answered a survey after reading my mail; they represent what people willing to talk about EVE wants to say, but, how can you learn seriously about yout customers without dirty field work?

Any serious surveying attempt should be randomized and contact customers personally through telephone, then carry out a personal interview, then review all that data carefully... to achieve what? Maybe to learn that most of CCP's playerbase completely disagreed with CCP's view on EVE? Let's say that it turned out that mot EVE players wanted to play WoW in space... would CCP cater to them, or would stick to its guns and keep developing EVE as they envision it? Why do they started EVE, to be "EVE" or to be what a bunch of ungrateful amateurs tell them?

User oriented development is a good PR stunt, but it can't be done seriously because most of the time most of the people don't really know what they want. They're conservative and unimaginative, or are too hetherodox and creative, or just don't care about what they want or would want and "are in it for the fun."

UOD means probably that they're going to consider to be willing to look through the window if they hear enough passengers shouting "Iceberg ahead!" despite how they don't see anything like an ice mountain... but the ship will keep the course it was set to and certainly the crew will not ask to the passengers how to do their job.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#12 - 2012-04-29 09:14:28 UTC
That stuff seems interesting, while your "discussion" is pointless and ridiculous.
Pres Crendraven
#13 - 2012-04-29 09:15:46 UTC
Well one key is to involve the user VERY early in the design process, way before SISi even as mentioned later in the video. They observe and record the users experience and can be very specific about tracking certain events they are focusing on. They don't need a lot of input but they need it early in the iterative process. I don't see why they couldn't get valid input off of entry level GM's. If the person is not intimate with whats being observed they take the place of the median user. Theres other areas where they want Noobs and other areas they need real vets. I have to go back and look at those hieuristic models they pick. Some probably work better than other with certain user segments.

Meta34me

Corp and Alliance details hidden to protect the innocent.

RAP ACTION HERO
#14 - 2012-04-29 09:32:11 UTC
Indahmawar Fazmarai wrote:
Vera Algaert wrote:
Aeron Sophus wrote:
EVE Fanfest 2012: User Centered Design

It basically explains why CCP seems so changed recently/since Crucible. It's not just that they started listening. It's that they actually changed the way they approach things on a fundamental level, and for the better.

I'm disappointed that there hasn't been a devblog on what is - principally speaking - one of the largest changes to how CCP operates so far.

actually watched that presentation on stream...

the guys I watched it with and me weren't really sure whether to laugh or cry - would have been perfect for buzzword bingo.

I was very disappointed that nobody in the audience had the guts to ask "Please give us one real-life example from your work at CCP that illustrates the benefits (and maybe risks/failures) of the concepts you talked about in your presentation."

I, too, can sit down and write an important sounding whitepaper about software development best practices without having any actual experience to back up my views.
Mind you, I am sure CCP has a lot of experience doing things wrong which might lead to an hypothesis on how to do things right - but before presenting that hypothesis as the ultimate best practice which will cure us from all evil, maybe collect some examples of how trying to do things right works out in practice first?

Even in the Agile and Web 2.0 worlds (where pretty much every random guy thinks up his own buzzword, writes a book about it and then starts touring the conference world) people can usually point to at least a few specific examples of their ideas having been (successfully) implemented in practice (and maybe a few lessons they learned while trying to do so).
Not so at CCP.

edit: as someone who has actually worked a summer at a company that does usability testing and UI development (mostly for websites and software, occasionally for industrial design) - recording your testers while using the product (and hiring poor students to evaluate the videos and screen recordings^^) is pretty standard and the eyeball tracking suggested by the guy from the audience gets used in practice, too.
That's maybe the biggest problem with the whole usability testing approach - to get good results you have to use a wide range of testers which results in a lot of data but you cannot really consolidate and evaluate the test results automatically.
If you just ask your parents and three best friends (or employees) what they think of the UI the whole process is a placebo - to do it seriously you need testers that represent the actual userbase which is both a requirement rgd their qualities (background etc) and their quantity (never too few).
Then you have to do manual evaluation of all recordings, you have to do interviews that have to be conducted and evaluated manually, you need even more testers to test alternative designs for comparison, ... and not only is it a lot of work - with all that manual evaluation your own bias creeps back in again.


Well, that's right. I kind of wonder how can CCP, nor any company, really tune to what their users do without messing themselves into expensive research which all in all will show up the company's own internal bias.

So far CCP's most serious attempt at getting a clue are the auto-surveys carried out from mails -and hey got like 1,700 answers to the roughly 400,000 mails they send every month. I would panic if i was supposed do take seriously those 1,700 guys who answered a survey after reading my mail; they represent what people willing to talk about EVE wants to say, but, how can you learn seriously about yout customers without dirty field work?

Any serious surveying attempt should be randomized and contact customers personally through telephone, then carry out a personal interview, then review all that data carefully... to achieve what? Maybe to learn that most of CCP's playerbase completely disagreed with CCP's view on EVE? Let's say that it turned out that mot EVE players wanted to play WoW in space... would CCP cater to them, or would stick to its guns and keep developing EVE as they envision it? Why do they started EVE, to be "EVE" or to be what a bunch of ungrateful amateurs tell them?

User oriented development is a good PR stunt, but it can't be done seriously because most of the time most of the people don't really know what they want. They're conservative and unimaginative, or are too hetherodox and creative, or just don't care about what they want or would want and "are in it for the fun."

UOD means probably that they're going to consider to be willing to look through the window if they hear enough passengers shouting "Iceberg ahead!" despite how they don't see anything like an ice mountain... but the ship will keep the course it was set to and certainly the crew will not ask to the passengers how to do their job.


i know right there are so many wis lovers out there ccp should turn this car around

vitoc erryday

Archdaimon
Merchants of the Golden Goose
#15 - 2012-04-29 10:37:57 UTC
Worth a view and an important attitude for a company to have.

Wormholes have the best accoustics. It's known. - Sing it for me -

Meryl SinGarda
Belligerent Underpaid Tactical Team
#16 - 2012-04-29 11:25:08 UTC
Luba Cibre wrote:
I watched it, was p interesting, but way too short imo.


I'm not trolling you or anything, but I'm curious as to why not typing out the word "pretty" is some kind of weird, growing trend on the interwebs.
Aeron Sophus
Sebiestor Tribe
Minmatar Republic
#17 - 2012-04-30 04:04:05 UTC
Meryl SinGarda wrote:
Luba Cibre wrote:
I watched it, was p interesting, but way too short imo.


I'm not trolling you or anything, but I'm curious as to why not typing out the word "pretty" is some kind of weird, growing trend on the interwebs.

I don't think anybody will be able to give you an answer to that. It's some meme - It's p. cool. Blink
Mars Theran
Foreign Interloper
#18 - 2012-04-30 05:45:08 UTC
I think it's because pretty sounds kind of fluffy. Given the arena, one reason I never use the word myself. Never know what sort of backlash you're going to get from it, despite it being a commonly used adverb in the English language.

As for the video. It was pretty interesting. Smile Couldn't get through all of it as I thought it was pretty long and I got the general idea fairly early on, but I did stay up until the point where he began to push focus towards the Round Table discussions. It was interesting enough that I went beyond the halfway point and that far, despite actually being ready to cash out early.

Good philosophy and I can see it being useful in the development of EVE, Dust, and any other game, while also having practical applications in more than just software development. He also seems knowledgeable and focused in his presentation, despite not having the entire thing memorized, which I don't think anyone could reasonably expect anyway.

Contrary to some statements that EVE was doing fine for 6-7 years and growing rapidly, I actually feel that it has only really begun to improve and take on personality in the last year or so. Sure, there was some conflict between the players and the Devs early on in that period and it lasted for awhile, but in my experience that conflict had been there for some time.

Consider the events of last year a turning point if you will. There are still some people who will never get it, but the momentum has definitely changed and things are looking better in my opinion. I like what I'm seeing.

Strictly speaking, I don't play much but I pay to speak on these forums and see the changes to the game and development process, and, recently, the changes to the community. Of course, I don't have to pay for two accounts to do that, but I do anyway. Smile

Helps to have an unknown character in game, and I still have my interest regardless of how much I play. The fact that I still need two accounts to train two characters might have something to do with it as well. Sadly, I think I've reached over a 100 million SP trained per account, if not specifically on those accounts or with those characters, and yet I'm still less than 30 on this one and barely over 10 on the other. ShockedLol
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