Friday, 25 January 2008

The magic first half-hour

Over the years I have spent quite a bit of time (probably a little too much) playing computer games of one type or another. The experiences from them vary widely, but there is one common element that in my view either makes or breaks that experience and will set a lot of the tone for the next 100 hours.

'The magic first hour' is the experience of how a new game – a new world – caters for your arrival, manages the suspension of disbelief at the same time as explaining to you exactly what it is you are supposed to be doing.... and does this in a way that makes you want to continue.
Car race games don't need to make a great fuss about mechanics and controls at this point and have the freedom to focus on backstory and plot. Fantasy games and MMORPGs (Massively Multi-player On-line Role Playing Games) in particular have a much more complex player interaction as well as (usually) a deeper and more convoluted story. It is this type of game that offers us some of the best examples of how to bring a new user to an environment that can be difficult to master.
World of Warcraft (WoW) is a great example of a good strategy for doing this. They player starts and makes as few permanent choices as possible and well placed in-game pointers and pop-up help continually adds new information and help for the player. As the player progresses, in-game characters reveal more information, choices and instructions. This ensures that the player starts with a relatively small amount information that they need to retain, and that this is expanded in line with their growing experience of the game. Both the plot and the geographical area that the player is exposed to grow in the same manner.

It's the start of this learning period that I'm calling the magic first half-hour.

Over the past couple of years there has been an explosion of the number of free-to-play MMORPGs that are available, and I have played a number of them. Some follow a model similar to WoW an lead the player in, carefully expanding their knowledge and experience, helping at every stage. Some however don't. It's all to common a sensation to be dropped into game, with little clue how to use the game or what to do first. It's these games that I don't go back to and are right on the top of my 'things to un-install' list.

The message I think is true beyond just games - either progressively help the new user or risk losing them very quickly, regardless of how good your product actually is. If they don't feel supported and don't engage with it, they won't use it.

I also think that the actual duration and format of this exchange varies. For a web site, the duration is down to below a minute. The exchange is subliminal – a good, well presented design makes it apparent which elements of the site are navigational, or projects the right air of intrigue that the user will feel encouraged to explore the interface to find the content and navigation for themselves.
When first starting to use a new application or device such as mobile phone or mp3 player, the interface is critical to your comprehension of how to use it. For the majority of users of this type of technology (ones that have used something similar before) a well designed product should be intuitive. And these days it's pretty well true – use one mobile phone you can use them all, some fairly minor trial-and-error. But think back 10 years to how easy it wasn't to set the timer on your VHS recorder.

I'd also apply this to things like Second Life, which does a reasonable job of starting you on the path to learning how to use the interface, how to interact with the world itself and your avatar and how to communicate. Having introduced this technology 20 or so people in the last couple of months, they almost all agree that what happens next is the problem. You complete your training, know how to go places and chat with people and are dropped off in-world with little guidance of what to do next. It's an experience a bit like showing someone who has never seen the World Wide Web before and and sitting them in front of a web browser and saying “here you are .... go explore”.Providing starting points would be a great idea.

The same is true for visiting some new locations in Second Life. Bad design leaves me feeling unsure as to where I'm supposed to go, where my introduction is, what I should expect and what this place is all about. The next thing that usually happens is I move on and explore somewhere else – the poor arrival negates my desire to explore: if the start is uninspiring will the rest be any different?
Don't forget the new user experience. I've worked on a lot of projects where the induction for new users is one of the last elements to be added in – often because it relies on the finalisation of all the other elements. The key is not to rush this, to think about the range of your target audience and how to lead them into the experience you have crafted for them, in a way that they will readily understand.

Pale

No comments: