Over the course of Sunday I collected responses from a lot of you through Reddit related to your opinions across a number of parameters regarding the GW2 User Interface.
I asked for your opinions on the UI in terms of practicality, distraction, aesthetics and clarity. And then went on to ask you more open questions about possible UI changes, most and least useful elements and finally any additional features you’d like to see.
In total I received a staggering 710 responses. Frankly I only expected 50, so managing to get so many was absolutely fantastic, so I am truly appreciative of all your help. Below I’m going to post a summary of the results – it is hugely long, so skip to the end for the TL;DR if you aren’t interested.
Q1 – Practicality
41.1% (292) of participants felt that the UI was “somewhat practical” with 22.3% (158) of participants feeling it was “very practical”. In total, only 6.3% (45) of participants responded that the UI was “very impractical”.
Interestingly, 23.8% of participants who stated that they had played for more than 2000 hours also felt the UI was “very impractical” – the highest value for this variable across the total hours played groups. Conversely, participants who played the most hours also scored the lowest for “very practical” (4.8%).
24% of participants who reported the smallest number of total hours played also reported that the UI was “very practical”, which is higher than the other groups for this variable.
Q2 – Distraction
45.1% (320) of participants felt that the UI was “not very distracting” and 24.1% felt that it was “not distracting at all”.
Conversely, only 1.8% (13) of participants felt that it was “very distracting”. Overall, participants felt very positively about the UI in terms of its level of distraction.
Again, participants with more than 2000 hours played in the game reported that the UI was “very distracting” with a higher frequency than all the other groups for this variable, they also reported that the UI was “not very distracting” with a lower frequency than the other groups in the variable:
The chi-squared test produced a p-value of 0.009 for Hours vs Distraction, again suggesting that the relationship between the two variables is statistically significant.
Q3 – Aesthetics
Again, participants selected the second from top option “somewhat pretty” with a higher frequency than all the other options (42.5%). Only 11 out of the 710 participants selected the “very ugly” option.
Unlike the previous variables, the chi-squared test did not produce a p-value suggesting that there was a statistically significant relationship between total hours played and perceived aesthetic appeal. However, when the frequency of log-in data was compared with the aesthetic appeal data there was found to be a p-value of 0.01 – suggesting that there was a statistically significant relationship between the two pieces of data, whereby players who logged in more often felt that the UI was more aesthetically pleasing. It is important to note, however, that the vast majority of the sample logged into the game “at least once a day” (68.9%), and participants who logged in “less than once a month” or didn’t play the game at all anymore made up only 2.7% – so this statistic is not necessarily representative of the population.
Q4 – Clarity
Participants responded with the second to top response most frequently: “Somewhat clear” (45.2% – 321 participants), the least selected option was “very unclear” with 2.1% (15). 74.9% of participants selected the top two options, suggesting a very positive opinion of the clarity of information in the
The chi-squared between hours played and clarity produced a p-value of 0.015 – suggesting a statistically significant relationship between the two variables. Participants who played for more than 2000 hours were more likely to state the interface was “very unclear” – 14.3% compared to the 1-500 hours group who only selected this option 1.8% of the time.
There was no statistical significance between regularity of log-in and perceived clarity.
continue….