Board games are a popular hobby, but board game instructions and their format have seen little development past the standard printed manual.
Some alternatives already exist. However, the selection is oftentimes limited and the quality varies greatly.
The research was focused on how the delivery of instructions works in mobile learning spaces, particularly for users who need to switch their visual attention.
This test focused on how users interact with digital manuals in general and which barriers keep players from playing. All three manuals of the previously chosen games were reworked as a prototype in the form of a PDF file. Those PDFs were designed to hint at the design within an app.
This test set out to determine how much information users can absorb at one point and whether audio output is necessary. The prototype, which is shown below, existed in three different versions. Two versions showed different amounts of information and the third version contained audio output.
Building off of the assumptions formed in round one this test was reworked to determine how many chunks of information should be displayed in one viewport. Again two versions of a prototype were made which featured different numbers of information chunks.
In this test users were provided with audio output to see whether users profited off of it and if they want to use it. All users got the same prototype with audio output and were told they could turn the sound off by using the volume buttons.
This last test was conducted to find out whether configuration of the content in addition to frequent checkpoints encourage the users to engage with the app. As shown in the image below, the prototype featured multiple questions to determine the game situation and could then provide only the instructions that were relevant to that.
The information must be provided in small chunks and only at the specific point when it is relevant. The wording needs to be precise and supported by appropriate graphics. Audio output can improve the experience with the app, but the user needs to be able to turn it off manually. Configuring the content for the current game situation helps with reducing insecurities and engages the user with the app.
More tests are necessary to ensure the reliability of the data. One question that arose in the last test was how to keep the user engaged not only with the app but the game itself. The players should deliberate their moves and not simply follow the provided steps.
The motivation of the players to learn rules with an app is high. Users can comprehend the rules and translate them from the app onto the game. The users are able to work together to overcome the barriers which are prevalent when learning new games.