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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Intuitive Rules Design Evaluation Methods and Case Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joseph Alexander Brown</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hamna Aslam</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Munir Makhmutov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giancarlo Succi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Innopolis University 1 University Street Innopolis, Republic of Tatarstan</institution>
          ,
          <addr-line>Russian Federation, 420500</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Examined is a structured play testing methodology based on an observational study to evaluate if a board game has intuitive features, and what features of design a user will find to be confusing. By presenting a game with only the elements of the game to a set of users and performing an observational study of play, mechanics, objects, and themes. The rules booklets should only be used as a method of teaching a player as a last resort and place intuitive embeddings into the parts of the game itself. We examine a small set of games via the process as an initial proof of concept. Observational studies of intuitive features will enable games designers to ensure a swift transition from unsealing the game's container to enjoying playing.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Intuitive design for board game design refers to ensuring that
player is able to effectively learn the rule of a game in a
reasonable time frame to allow players to enjoy playing the
game rather than reading rule books. In 2011 at MIT, Daviau
proposed what he deemed a sadistic experiment on a group
of smart people who “spend most of their time inventing
molecules or building cold fusion coffee makers”
        <xref ref-type="bibr" rid="ref11">(Daviau
2011)</xref>
        . His article looks at a number of features which he
deems to be part of the intuitive design method, though these
are not justified by the MIT results, which are not stated,
he only makes an anecdotal statement that it was surprising
how many correct statements about the games his players
could gleam from game objects without rule books. This
paper examines how such an anecdote can be developed into
the framework of an observational study to aid in the design
of board games. By targeting observers to the process, user
difficulties can be discovered, the game parts leading to such
difficulties identified, and actions to change the game can be
qualified by these observed deficiencies.
      </p>
      <p>This paper does not look at the results of any individual
study but instead examines the refinements of the
methodology and gives recommendations as to how to improve future
studies with a focus on play testing for industry.</p>
      <p>
        Use of qualitative play-testing alternatives such as
Personas
        <xref ref-type="bibr" rid="ref8">(Cooper 1999)</xref>
        can be seen as part of the games
design process
        <xref ref-type="bibr" rid="ref4">(Brown 2015)</xref>
        <xref ref-type="bibr" rid="ref17">(Holmga˚rd et al. 2014)</xref>
        , in order
to examine how users may view a product. However, their
use has the dangers of not having been quantitatively shown
to produce improvements to a design process
        <xref ref-type="bibr" rid="ref7">(Chapman and
Milham 2006)</xref>
        . Furthermore, when using a Persona-based
method, the developers’ biases may, in fact, be more pro
eminent (Hattula et al. 2015).
      </p>
      <p>In (Hattula et al. 2015) managers were given example
products to come up with a marketing plan for them. Those
that were told to keep user demands were more likely to
frame existing beliefs and did not respond well when
challenged than those not primed to take into account their
beliefs as to what a user would want. This is the same process
which Personas use, taking into account a hypothetical user
and such outcomes may expand from this study into these
systems.</p>
      <p>
        Hence, the best method in order to see if a design is
usable and insinuative is still user testing, even with all of its
inherent costs. Ergo, utilizing play tester time effectively to
show problems in the design becomes a priority.
        <xref ref-type="bibr" rid="ref21">(Petroski
1994)</xref>
        puts the process of design into an evolutionary
framework, in which bad designs are simply not used, and good
ones by virtue of their acceptance by a consumer to solve
a problem, are selected and thus continue to survive. Card
games, since their origins
        <xref ref-type="bibr" rid="ref23">(Wikinson 1895)</xref>
        , have followed
this trend of evolutionary design as well
        <xref ref-type="bibr" rid="ref2">(Bodle 2008)</xref>
        .
Accepting, this hypothesis of natural selection of objects,
increasing the number of developed objects and making
variation based on the evaluation of the user speeds up this
process and leads to a more mature product. Woodruff provides
a good review of the current state of board game testing and
when to apply such techniques
        <xref ref-type="bibr" rid="ref25">(Woodruff 2011)</xref>
        .
      </p>
      <p>
        Talking about object interaction, affordance theory is
significant to understand action possibilities with objects and
the environment. The word affordance was first introduced
by psychologist J.J. Gibson and explained in his book
Ecological Approach to Visual Perception
        <xref ref-type="bibr" rid="ref15">(Gibson 2014)</xref>
        .
Affordances broadly consider all actions that are possible in
the environment and they are dependent upon an
individual’s physical capabilities. In his book The Design of Every
Day Things
        <xref ref-type="bibr" rid="ref19">(Norman 1988)</xref>
        , Norman referred to the term
affordances as perceived affordances such as actions
possibilities that are readily perceivable by the individual. Based
on the idea of perceived affordances, Norman provides some
of the basic thinking that a user experiences from a
cognitive perspective and argues that objects should have visibility
and affordance, that is to make the task clearly visible to the
user and design to allow that task to be completed and only
that task. One of the most common examples used is that a
door should have a handle on the side which is pulled,
affording the task of pulling, and a bar on the side which is
pushed, affording the task of pushing. The functionality is
also visible without the need for a sign on the door, which
could be considered a manual, saying push or pull. Norman
states that four principles should be maintained in a design:
actions should be Visible, the user should build a
Conceptual Model, there should be a consistent Mapping in actions
to outcomes, and the user should have both positive and
negative Feedback on their actions
        <xref ref-type="bibr" rid="ref19">(Norman 1988)</xref>
        .
      </p>
      <p>
        On the subject of board games, Browne examines the
elegance of rule systems which exhorts the designer to
produce rules which are self explanatory to players
        <xref ref-type="bibr" rid="ref5">(Browne
2012)</xref>
        . Further, in
        <xref ref-type="bibr" rid="ref6">(Browne 2015)</xref>
        the Japanese idea of
pokayoka, or mistake proofing, is examined for a number of board
games as a method to again express rules of games
without rulebooks and prevent users from making mistakes
during game play. By providing observational guidelines for
rule systems testing, we also use a Japanese manufacturing
process technique as an analog; the engineering practice of
Genchi Genbutsu and standing in the circle as popularized
by Ohno
        <xref ref-type="bibr" rid="ref20">(Ohno 1988)</xref>
        and used in Lean production
frameworks
        <xref ref-type="bibr" rid="ref24">(Womack and Jones 2003)</xref>
        .
      </p>
      <p>Genchi Genbutsu, Americanized into “go and get your
boots on”, encourages an engineer or manager in a
manufacturing process to go and see the problems and issues
themselves and not rely on just reports. The standing in the circle
was a story, perhaps apocryphal, that a chalk circle would
be drawn on the factory floor and new engineers and
managers would stand in the circle observing the process until
they would be allowed to propose any changes. The
observations lead to an understanding of the state of the system
before any actions could be performed; time must be taken
to understand the reality of a system before acting. In order
for these observations to be informative, the observers must
ensure that the study is done with in situ game play.</p>
      <p>In order to allow for such understanding the conditions
of any observations should be made in an environment as
close to in situ game-play as possible. This process is similar
to how gaming groups will utilize board games, pulling a
new game out of the box and attempting to grasp the rules
and play the game. By ensuring that rules are intuitive, for a
conceptual model to be produced in a short time frame, this
allows players to quickly start a session of play and is thus
a desirable and marketable feature. The adage which games
should stride towards is that they should be “easy to learn
but hard to master”; allow new players to join into the game,
but allow veteran players to still feel engaged in the game.</p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>
        An observational study is an empirical investigation to find
cause-and-effect relationships if it is not feasible to apply a
controlled experiment, for example when you cannot create
a random sampling or assign participants at random to
treatment and control groups,
        <xref ref-type="bibr" rid="ref22">(Rosenbaum 2002)</xref>
        . Such
methodology is frequently applied to studies with human
participants. The commonality is that in both a controlled
experiment or an observation, a treatment is applied. In this case,
the control group is uninformative — players who have the
rule book being asked what the rules of the game are and
then asked how they discovered the rules from the game will
yield a response of “I read the manual you gave me” from
a play tester. In order to focus on the question, these play
testers are better used as part of a treatment group, as a cost
saving measure.
      </p>
      <p>This section imparts the methodological framework for
examining intuitive design via the removal of rules during
user testing. Subsection examines the operational process
of the experimental method, how to set up the games and
the process of receiving user responses. Subsection gives
guidance to the observational team. Finally, subsection
explores the limitations of the observational study method and
possible solutions to factors which may lead to incorrect or
inaccurate findings.</p>
      <sec id="sec-2-1">
        <title>Experimental Design</title>
        <p>Observational studies require that a treatment is applied in
order to demonstrate the cause-and-effect. The treatment
explored by this study of games is the removal of all rules from
the game, e.g. the game in Figure 1 has the treatment
applied in Figure 2. We define Removal of Rules as broadly
including the removal of any quick reference guides or cards,
play mats, and the game container, if it has any flavor text or
framing to the game. As a consequence, play tester’s actions
should be based on solely their ability to produce a
conceptual model of the game mechanics from the artifacts of game
pieces and their embedded rules and framing. This refers to
Norman’s idea of perceived affordances. This methodology
also enables users to try out actions they render possible.
The removal of rules release them from any constraints and,
as the process goes on, play testers have the opportunity to
recognize actions that were not readily perceivable. This
approach is fundamental to understand all sorts of object
interactions that can take place even if the users do not perceive
them immediately.</p>
        <p>
          Parts should be represented as close to how they will be
distributed in the game box as possible, perhaps even with
any box inserts. This means that objects which need to be
punched out of sprues and card, or parts which need
assembly into larger constructions. Placement of objects within the
box and their relations can, therefore, be accounted for as
well as any build in the organization on the part of the
developers to keep like objects with like. Developers could also
use blank boxes, without identifying information or text.
Note that it was stated in the Daviau anecdote that games
were presented only without the rule books, hence there
was no experimental control on the amount for information
which could be inferred from the box
          <xref ref-type="bibr" rid="ref11">(Daviau 2011)</xref>
          .
        </p>
        <p>
          The play tester groups are then assigned to a game and
informed of the task, see Figure 3. The size of a play
testing group should be no less than the number of players
allowed by the game itself. This ensures that the testers can
potentially attempt a round of game play. The testing teams
are given a short demographic questionnaire examining their
basic details as well as previous knowledge in playing board
games. Other personality tests such as OCEAN evaluations
could also be given as this point
          <xref ref-type="bibr" rid="ref10 ref18 ref9">(Costa and McCrae 1992)</xref>
          .
        </p>
        <p>The play tester groups are then given time in order to
evaluate the game while under observation, see Figure 4. This
evaluation should be done in a set time period which is based
upon the expected time of game play — e.g. a game which is
designed to take fifteen minutes should not reasonably take
more than fifteen minutes to learn. Shorter and longer time
periods can be tested with a shorter time period expected
to yield the immediately intuitive ideas of the game. For
example, teams looking at games for very short periods of time
may only be able to work out the basic features from colours,
shapes, and numbers. Those with longer periods will begin
to see relations.</p>
        <p>Finally, the play testers give their rules for the game
during a wrap up meeting, see Figure 5. This may be either a
written report or a verbal report. Written reports allowing for
a clear matching of rules to functions, and play testers can
give their comments on the features linked with rules,
allowing for a quantitative analysis using such methods as word
stemming in responses. Linking common features and parts
of the game to the commonly appearing mechanical
concepts. Verbal comments are best for extracting information
about the qualitative ideas of the game, how frustrated they
were by the process and what rules were decidedly
confusing. Frustration is verbally easy for an observer to recognize,
one will eagerly tell you how they were not able to fill the
answers, but will be likely to not appear in written reporting,
or appear as a blank to a question’s answer. Optimally an
interview team should use both methods in order to provide a
better evaluation.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Observational Study</title>
        <p>This section explores the directions for observers, how they
should question the play testing groups and open the dialog.</p>
        <p>Observational teams should take care to see how such
conclusions are made from the features of the games. For
example, using chess as the game, the number of players in
the game is determined to be two as there is a white set of
pieces and a black set and both have the symmetrical types
of units. Further, observers should pay attention to how the
player testers manipulate the objects of the game; are they
sorted by size, shape, colour, or other factors.</p>
        <p>The observational teams should direct the players to
answer some basic questions about the games during the
testing, such as:</p>
        <p>How many players does this game allow? (Min/Max)
What is the order of play? (Turn-based, Turns with
interrupts, all at once, etc.)</p>
        <sec id="sec-2-2-1">
          <title>How much time does it take to play?</title>
        </sec>
        <sec id="sec-2-2-2">
          <title>What are the winning condition(s)?</title>
        </sec>
        <sec id="sec-2-2-3">
          <title>What are the rules?</title>
        </sec>
        <sec id="sec-2-2-4">
          <title>Which game objects lead you to these conclusions?</title>
          <p>The questions should include elements of relating the
findings back into what parts of the game led them to such
conclusions and observers should encourage play testers to
justify their answers to be clear about what features of the
game are including in this decision. Asking probing
questions to elicitate such answers can come from the observers.
However, observers should not prevent mistakes on the part
of the play testers, nor give feedback or direction as to the
rule of the game in order to not direct players past legitimate
difficulties in the understanding. Responses can be made on
both the individual and team levels, though responses from
the team should meet with a measure of conscientious, much
like how house rules during game play are made.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Case Study</title>
      <p>The following presents a case study of this observational
process.</p>
      <sec id="sec-3-1">
        <title>Participants</title>
        <p>Participants were all part of the Innopolis University Winter
School and were attending a class on game design trends
instructed by the authors.</p>
        <p>There were ten male and four female participants. Their
ages spanned from 21 to 32 with a median age of 25.
Participants all had English as a second language at the
intermediary level. All of the participants were university
undergraduates.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Observational Setting</title>
        <p>The group was presented with a set of games, each pair was
allowed to select one in turn by their randomly assigned
group number. They were told to select a game by the
criteria that it could not be a game which they had played before.
Teams then returned to tables with their game to examine
them. They were then informed that they would be
presenting on the game, showing others how it was played. Finally,
they were informed that all rule books had been removed
from the games (in this early study we did not remove all
the boxes and rules objects in the box to conform with the
Daviau study - though we do advise it for future works as
it conflates information from the game objects and from the
box’s theme as mentioned above). We used a limit of fifteen
minutes, longer than that used by Daviau, in order to
account for potential issues in language, the games presented
except one were all in English. Carcassonne was presented
in the Russian edition, which was the native language of the
participants, but other than the box, no other language was
presented on the objects.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Key Features of the Games</title>
        <p>As said, our aim is to determine if specific game design
choices may impact how intuitive a game is. To perform
such determination, we need to define the key set of features
that characterize a games design, these are the independent
variables. Once we have found them we will compare how
the different games perform when the instructions are
removed and we will try to link back these performances to
such features. Since this is an observational study, we will
not employ any inferential statistical technique to draw
conclusions.</p>
        <p>The key features that we have identified are:</p>
        <sec id="sec-3-3-1">
          <title>Container of the Game (the Box, Bag, etc.)</title>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>Cards</title>
      </sec>
      <sec id="sec-3-5">
        <title>Tokens</title>
        <p>Game Boards or Play-space — where we define a
playspace to be an inferred board created by actions in the
game such as the discard, playing a card in front of you,
and draw piles on a table. These actions could have a
board created for them, and such play-mats exist for a
number of card games such as poker or blackjack tables.</p>
        <p>
          The selected tabletop games are examined in this section.
The majority have widely varied items used in their
construction: cards, wooden cubes, meaples (a portmanteau of
‘my people’), tiles, dice, counters, and pawns. Also, they
have a mix of both European and North American style
designs. Some have won awards for their design, such as
Carcassonne winning the Spiel des Jahres and the Deutscher
Spiele Preis awards in 2001
          <xref ref-type="bibr" rid="ref26">(Wrede 2000)</xref>
          . The goal of this
initial study was not to see how these objects differed, but
only to provide a wide variety to the groups so that no two
were attempting the same game to allow for diversity in the
final classroom discussion. We give a short description of
each game in this section and what was removed from the
game as part of the experiment.
        </p>
        <p>To simplify the analysis in this section we summarize the
features we have in Table 1. We omit the board as a feature,
as in all cases but the two which use score boards,
Carcassone and Condottiere, it is defined by the play.</p>
      </sec>
      <sec id="sec-3-6">
        <title>Analysis of the findings</title>
        <p>From the observation above, Table 2 summarizes the
outcome of students and their ability to use the parts examined
to create an understanding of the game, that is, which
features of the game helps the most in its understanding it
without having to go through its manual.</p>
        <p>The final results show that a particular assemblage of parts
is not enough to ensure the imparting of knowledge about
the game rules. For example, games which came in boxes
were likely to have the number of players printed on the
box, yet the team for Flip City did not find this
information, whereas in Hive Pocket without a number of players
printed on the bag this information came from the games
other parts, the number of players was defined by tiles
having only two colours. Thus, the connection from a game part
type to a game rule is rather weakly connected via our
initial observations. Our summary does show that PirateFluxx
and Carcassone were the easiest game for the teams to
understand. PirateFluxx embeds the rules to the cards almost
completely and Carcassone uses both colours and forcing
functions, the poke-yoka, for tile placements.</p>
        <p>Our least well defined game was Condottiere, which has
the most interacting parts. A player must conceptually
understand the scoring board of Italy and a set of tokens, and a
large set of cards. These cards give no text as to their context
in the game and symbolically give information to the player
by a combination of colour, number, and image. The cards
also cause effects, such as where tokens will be placed on
the map, who can take the first turn next, if there needs to
be a modification to all values, or if they are protected from
such a value modification. It is very unlikely that even an
advanced game player would be able to infer all the rules from
just the parts alone. The contextual framing of the images
helps the game, it being about two armies clashing in the
Italian Renaissance, but it would be unlikely for a player to
realize that the scarecrow card has the mechanical of taking
an army card from the playing area and drawing it back into
one’s hand for a later turn. Though in framing context this
obvious in hindsight once described — it was a decoy army.</p>
      </sec>
      <sec id="sec-3-7">
        <title>On processes of discovery</title>
        <p>Observing the students and their methods in order to find the
factors which would allow them to make rule discovery, we
saw a commonality in the process used in the discovery. The
students used the game boxes to allow for the inferences of
the theme of the game and used the text on it as a stating
point. As some of the game boxes made mentions a
number of players and of various mechanical actions within the
game — e.g. Flip City:
“The citizens of Flip City want you to expand and
renovate their neighborhoods – but if you ask for too much
in taxes all at once, they won’t be happy!
To keep them at ease, you will:</p>
        <sec id="sec-3-7-1">
          <title>Play from the top of your deck (no hand!)</title>
          <p>Push your luck
Build your deck</p>
          <p>Upgrade Cards by flipping them”(Zhifan 2014)</p>
          <p>The theme of the game was an important factor in
understanding, as identified above in Condottiere as well. Parts
then underwent some type of classifications, by factors such
as colour, shape, and type. Items which expressed or inferred
numbers were more heavily scrutinized by the students, such
as the values in love letter. For games without descriptive
boxes, i.e. Hive, the name of the game made an implication
which was hard to ignore — the idea of the the tiles acting
as cells in a hive structure. The colour also was able to allow
for implications of the number of players, the two players
in Hive, five in Carrcassone, or six in Condottiere, directly
stem from the colour on the tokens used in their
representation. Note that games, where there were the most confusions
on a number of players, were the card games without the use
of tokens, except the player number for PirateFLUXX was
discovered via the package.</p>
          <p>Further, the findings highlight some games were quick
reference cards and other rules aids can improve the play.
Looking for example in PirateFLUXX which has the
majority of its rules and play embedded in the cards, the student’s
mistakes as to the number of cards at the beginning of play
in one’s hand, and what the initial actions be fully
embedded on the single removed “Basic Rules” card — those rules
being that you draw three cards to start and when no other
rules are overwritten you must draw one card and must play
a card on your turn. Similarly, love letter’s quick reference
card gives the turn order, a short description of the value of
each card, and the number of that type of card in the deck.
Such information as the number of each type of card would
be known to advanced players but not apparent to novices.
Given that some of the card’s powers are based about
guessing as to opponents hands, such knowledge of a number of
potential cards in play allows players to card count. This
information being part of a quick reference card held by all
players allows for both novice and advanced players to
apply such strategies and increases the speed of formation of
the conceptual model.</p>
        </sec>
      </sec>
      <sec id="sec-3-8">
        <title>On Development of New Rules for Old Games</title>
        <p>Decks of cards, meaples, marbles, and even chessmen, have
had a number of games created for their use. Early rules for
chess limited the movement for the queen to one to three
spaces, and later this was changed to the entire board1. A
1The change occurred sometime in the late Medieval to
Renaissance period and was known as the Mad queen variant or in Italian
alla rabiosa and was historically mentioned in Scachs d’amor (de
Castellv´ı, Fenollar, and de Vinyoles 15th century) as part of a poem
dialog. The chessmen in this game were also stated to be red and
green rather then the current white and black designations.
Cthulhu
Hive Pocket
PirateFLUXX
Love Letter
Flip City
Condottiere</p>
        <p>Container
Box with game art and description
None
Bag with title of game
Box with game art and description
Bag with title of game
Box with game art and description
Box with game art and description
None
None
Keeper, Action, Creeper, Surprise,
Rule, and Goal Cards
Face cards with value
Double sided building cards
Battle Cards
Tokens
Meaple followers and a meaple scoring
token
Score Counters
Hexagonal titles
None
Score Counters
None
Faction score tokens, Pope, Battle
deck of 52-cards (or the 78-card French Tarot deck) can be
easily used for poker, hearts, bridge, and euchre. Variations
and house rules have been common in such games. The
process of rules discovery has shown in this study to allow for
the creation of new games with old parts. The team for Hive
seeing the game more like droughts or Stratego than chess,
placed all the tiles in a rank order, and allowed for moves
based on rank. A move would be allowed if a piece
outranked the one over which it was moving. Given some play
testing such a game might be found to have a consistent set
of rules allowing for the playing of the new game as a
variant.</p>
      </sec>
      <sec id="sec-3-9">
        <title>Limitations</title>
        <p>You cannot expect in mechanically complex games that all
rules will be in the end meet with an intuitive requirement.
Even in the relatively simple game of chess, the rule of en
passant2 does not come naturally to even players well versed
in the rules, and situations for its application are limited
during play.</p>
        <p>
          During observations, the emotional state of the observed
before the study and their demographics should be
controlled features. Players with experience of numerous board
games may be able to make a determination of rules which
are not expressed by the game itself but via the use of these
previous experiences. This “filling the gaps” via the
scaffolds of previous learning can both assist in
understanding if the conceptual models are close, or can hinder
learn2en passant coming into existence sometime in the 1800s when
pawns were allowed to move twice on the first move but not being
accepted for a number of years after
          <xref ref-type="bibr" rid="ref10 ref18 ref9">(Hooper and Whyld 1992)</xref>
          ing if the conceptual model is opposed to previous models
of games. Players with differing experience in game play
should be put in separate treatment groups; experienced and
non-experienced. Some groups could also be designed with
various experiences in order to understand the amount of
information transfer based on this scaffolding to other players.
        </p>
        <p>
          Further, game framing and cultural experience can lead to
differing results and should be controlled as a biasing
factor. For example, the game Condottiere
          <xref ref-type="bibr" rid="ref13">(Ehrhard and
Vitale 1995)</xref>
          is framed as a simulation of the wars in Italy
during the Renaissance period. Card’s imagery (soldiers,
city spaces, siege engines), tokens (the Pope), and the game
board (a map of Italy segmented into city-states) all conform
to this theming. A player (un)familiar with this time period
may have a (dis)advantage in determining the rules of the
game based on this theme. Studies in theming of problems
have shown that correct theming can increase the solution
to even simple logic puzzles, such as the Wason selection
task framed as drinking age
          <xref ref-type="bibr" rid="ref10 ref18 ref9">(Cosmides and Tooby 1992)</xref>
          , the
theme acts as a scaffold for previous experience. Controlling
for this issue could involve using placeholder art which is
not heavily themed in some of the tests in order to allow for
other factors to be evaluated independently. However,
theming could also be a factor of development and be used as
another method to allow for an intuitive experience, so this
is highly dependent on the game and design objectives in
question.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>
        Through the use of a guided play-testing method removing
the rules from the game and observing game play sessions,
designers can extract the features which allow for intuitive
play. While Daviau presented an anecdotal account
        <xref ref-type="bibr" rid="ref11">(Daviau
2011)</xref>
        , such an account did not examine how to place such
an interesting method of examining insinuative designs into
a proper research framework; we present a design of an
observational study using this treatment method. The
observational study of play testing has further benefits for the
discovery of larger trends in the development of games. In
future works, currently being undertaken, the results of such
observational studies will be presented on a number of well
known board games. This work presents our exploration of
the experimental design alone and is meant to act as an
operational guide for designers and developers to utilize the
observational framework.
      </p>
      <p>
        These studies seek to quantify, via existing games, how
well the design ideals rule as presented by
        <xref ref-type="bibr" rid="ref19">(Norman 1988)</xref>
        and
        <xref ref-type="bibr" rid="ref5">(Browne 2012)</xref>
        ,
        <xref ref-type="bibr" rid="ref6">(Browne 2015)</xref>
        exist. This completes
the development cycle from their ideas of pretests, with this
framework forming a post test. Thus, examining the results
over a series of games with multiple play testing teams, the
rules which are extracted most often based on the types of
parts in the game and compared against the rules presented
in terms of the embedding. While most likely they will
compare to those examined by Browne, it will prove to be a
verification of the embedding methods, the poke-yokes. The
development of such critical feature lists, backed up by the user
evaluations, can construct an objective score for a potential
design. Such an evaluator can be used as a fitness function or
objective function within the processes of automated games
development, allowing for human aesthetic concerns to be
placed within the framework.
      </p>
      <p>
        Finally, the process can be used as part of not only a
rules evaluation but as part of a rules development method
for common parts. The rules seen in According to Hoyle
        <xref ref-type="bibr" rid="ref14">(Frey 1985)</xref>
        contains over two-hundred games which can
be played using a standard deck of 52-cards, none of which
would be any more correct for an observed team to develop
during this process than any others. Hence, for board games
being developed with this play test method, new games can
be conceivably developed during play testing. Such
outcomes then could be refined by designers into either a
variation of the game or into a new game itself. In one example
the game of Hive
        <xref ref-type="bibr" rid="ref27">(Yianni 2010)</xref>
        was viewed by a group of
play testers to have less in common with Chess and more in
common with Chinese Checkers. The observed team placed
all the pieces in a hexagonal grid and giving them scores
moved them over one and other with the goal not of
capturing pieces, but to move all of the tokens to the same location
on the other player’s board.
      </p>
      <p>This study applied to a set of random parts asking
players to come up with rules for them could become a practical
means of brainstorming. Particularly, companies with
intellectual property rights3 to game parts could utilize this as
a method to create new games from said proprietary parts.
This protects and utilizes their current patents with new
innovations.</p>
      <p>An extension of this experiment over a wider group in a
more controlled setting would be able to provide a clearer
picture of the role of intuitive design. Are there common
themes what makes a game intuitive and can we use this
method as a classifier of games. By looking at a proper
measure in the difference between the rules created by the
participants against the real rules. If there is also a large
difference between participant teams on the same game then this
should be identified as unintuitive points in the design.</p>
      <p>Our games were not selected to meet with a well defined
selection over the set of board games. Nor did we apply more
than one team to each game, as the immediate concern was
providing an engaging class and not a detailed experimental
design. Such a design, now that we have seen the
encouraging outcome of this observation, should be undertaken. We
3Such as Loony Labs’ Pyramids for which developer is reported
to aim for construction of games which utilize this IP.
would also remove more of the packaging in this study, in
order to better look at only the parts themselves and not the
framing of the game box.</p>
      <p>
        Developments upon this process first examined in this
study have lead to findings in the differences of age
        <xref ref-type="bibr" rid="ref1">(Aslam,
Brown, and Reading 2018)</xref>
        . We are interested in also
examining the differences in the rules found in games due to other
lenses such as gender.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>The authors wish to thank Innopolis University and all the
participants of the Winner School. Further, we thank Drs.
Qu, Kassab, and Ivanov, and Aliya Lutfullina for
organizational support for the school.</p>
      <p>This winter school was partly funded via the Russian
Foundation of Basic Research under grant number 34
1637-10031n16.</p>
    </sec>
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