Steve Bromley - User Research

Usability and User Research for Websites, Software and Games

All Change – Apple’s new social gaming network

Been playing iPhone games recently? Then you’ve probably been bothered by pop-ups asking you to sign in with OpenFeint, Plus+, Crystal, or one of the other many social gaming networks on the iPhone. When I started writing this post, I was going to cover the problems that having many rival social gaming networks causes, and…

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Telling Tales – Stories for promoting user experience.

Stories have long been an important way of recording and imparting information, as evident through the survival of folklore, myths and songs from our past. As a tool for communicating, and retaining information, they are highly valuable, and the principles of this can be applied to the promotion of User Experience. Why do teams need…

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Get Lost! – Improving player experience through signposting and map design in games.

Feeling in control is an important part of a player’s experience of the game. This doesn’t solely mean the Whose done it well? Half Life 2 – Valve’s classic FPS Half Life 2 made sure that the player experience was emphasised when designing their levels, and Valve deserve praise for it (though obviously not from…

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Quantifying the unquantifiable – Expert Evaluations

At a recent However an expert evaluation can only ever be subjective, and this is it’s biggest weakness. A client can look at your page full of recommendations, and dismiss it as the opinion of one person. There’s no easy way to see progress with changes, and a comparison with other sites can only ever…

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(Dont) Get Rich Quick

You’ll have to forgive an off-topic post, but it’s interesting (I promise). It’s a story. About how I didn’t get rich quick. Its also about how you can’t get rich quick either. It’s a bit epic though, so make yourself a cup of tea. Are you sitting comfortably? Then we’ll begin. Prelude It all starts…

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