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Mobile Legends and Interface Usability: Eye Tracking
Heads-Up-Displays
Josh Beitle Steve Si M.S. Game Science and Design M.S Game Science and Design Northeastern University Northeastern University
Victor Ma Rudra Trivedi M.S. Game Science and Design M.S Game Science and Design Northeastern University Northeastern University
Abstract
Multiplayer Online Battle Arena games (MOBA) have dominated PC gaming in recent years and
have begun expanded into the mobile realm. When running on mobile devices, MOBA games
must integrate all of the genres notoriously complex control interfaces to a cell phone size
screen, such as movement, attack, ability buttons, and mini-maps. Our research is focusing on
Mobile Legends, a popular mobile MOBA game. Our study aimed to investigate whether the
user interface on Mobile Legends now is effective and usable to make recommendations on how
it might be improved. Through the ‘Eye Tracking’ technology and gameplay feedback survey,
we concluded that most parts of the user interface are intuitive for new players to learn easily,
but still has room to perfection by removing potentially distracting stimulus from the high action
areas of the screen.
Introduction
Multiplayer Online Battle Area games, or MOBAs for short, are a very popular video
game genre in the world. Lead by League of Legends, there are countless competition events that
offer an actual cash reward for players. In our project, we are focusing on one of the most
popular Mobile MOBA games, Mobile Legends, which is running on a mobile device such as a
cell phone or iPad. MOBA games as a gaming genre on mobile devices is relatively new,
however, they arose from a huge following from PC MOBA games and a desire for more
frequent gameplay experiences. The game rules are simple that players must invade and take the
opposing team’s side by destroying their base. However, the control of the game is not that easy
and clear as PC MOBAs. Instead of using a mouse and keyboard to play, players in Mobile
Legends have to control the whole game through a small phone size touch screen, making it a lot
more difficult to recognize all of the gameplay information on the screen. Hence, to make sure
that players can play the game on mobile devices easily and make players’ skills level be
reasonably separated, the usability of Mobile Legends becomes very important for its success.
For Mobile Legends, is that players must manage a complex interface that includes an
attack button, 4 to 6 ability buttons, a mini-map, scoreboard, joystick, and chat room all on a cell
phone size screen. Even if played on a tablet like the iPad-Mini, the screen’s size only has
approximately 7.5 inches. Mobile Legends requires players’ constant interaction during the
game, game designers must pay careful attention to usability issues. Failure to design usable
game interfaces can interfere with the larger goal of creating a compelling experience for users
and can have a negative effect on the overall quality and success of the game. Thus, usability is a
critical element for Mobile Legends and mobile games in general. Usability in video games is
about maximizing effectiveness, efficiency, and satisfaction. This definition originates from the
traditional software industry, but it translates well to game development. In games, usability is
about delivering a better and deeper experience with less unnecessary interruptions or challenges
that have not been designed by the developers. In a nutshell, game usability is the degree to
which a player can learn, control, and understand a game (Pinelle).
To begin playing Mobile Legends, players are required to play through 30-40 minutes’
worth of tutorials, which explain all aspects of the game clearly. However, obviously, it is a lot
of time for players to spend 40 minutes in a tutorial before playing their game. To test the game’s
innate usability and intuitiveness, we tested a group of players’ first experiences with Mobile
Legends by having them play a match with no tutorial while tracking their eyesight trails to learn
about how they focus during the game processing. We are going to ask them to think out loud
during their gameplay and finish a survey about their specific feelings about the game. A
combined analysis of participant’s attitudes towards certain featured and the time spent looking
at each interface section will show us which pieces of the game were intuitive for new players.
Hypothesis: The user interfaces in Mobile Legends are well layed out, making gameplay
intuitive for new users through clear iconography.
Background
A study was done in 2017 named “Design and implementation of a gameplay UI for a
MOBA mobile game” which analyzed and compared a lot of mobile MOBA games through their
control UI layout and game rules. To learn more about the usability of mobile MOBA games, the
researcher built their own mobile MOBA game, changing the different game UI layout across
participants to gauge the user interface usability (Wahlroos).
This gives us a model about the user interface of mobile MOBA games preference. The
author came out that the left-bottom to right-up direction layout and all most all the button
arrangement is successful. This gameplay loop is reflected in Mobile Legends where the player’s
team always starts from the bottom-left corner of the map, fighting their way upward. This
research is mostly processed through playtesting and without an analyzation of players’ focus on
the screen. This gives a lot of information to us about a new way to research the game’s usability
through eye tracking software.
Methodology
For this research we are looking to analyze how intuitive the interface of Mobile Legends
is. So, for this reason we used the methods of survey, thinking out loud, and biometrics reading
using eye tracking technology.
To begin, we recruited 12 participants who had not played Mobile Legends before. The
participants were asked to directly start playing the game mode without going through a tutorial.
However, the players were briefed about some background game mechanics that we deemed
would be intrusive to the experience without prior knowledge. To prevent the participants from
getting overwhelmed by the difficulty of the game and to create a uniform experience across
participants, we made them play against the A.I, which is easier than fighting real players. Every
participant was instructed to use the same character, a ranged marksman named Layla. Layla is a
simple character that does not use many complex ability mechanics and is the character used in
the game’s actual tutorial. Participants were playing on I-Pad, as it is easier to track eye
movement on a bigger screen than a smaller mobile screen.
We used the Tobii Pro 2 eye tracking glasses to track participants’ eye movements. After
the game, players were asked to fill out a posttest survey which had questions regarding the
game and their attitudes towards different game features.
Analysis of the data:
To draw inference from the data collected through eye tracking we planned to focus on 7
Areas of Interest. These 7 AOIs were attack buttons, joystick, mini-map, item shop, player
character and scoreboard. After the AOIs were mapped the time spent on each AOI was
analyzed.
Figure 1: The user interface partitioned by the seven Areas of Interest for eye tracking
We got the results in percentage time spent on each AOI so there was no need of
normalizing the data. The result obtained were plotted into bar graphs with error bars using
Excel. The data from eye tracking combined with coded survey results acted as basis for the
claims that some features of UI were not so useful.
Results
For our results, we are focusing on player’s behavior and performance, and how they are
related with each other. In our research, there’s 12 people in total, they all have different
experiences on mobile games and MOBA games. Everyone will act differently because they
have different experience before. So, the core for our research is the relationship among present
behavior and afterward performance. We want to figure out if this game did a good job directing
player’s behavior when they have a various experience on mobile games and MOBA games.
Usability -> Behavior -> Performance
Before talking about the relationships between different objectives, the data’s quality is
important to know.
Performance
In general, we have 12 matches, and two players lost their game, so it’s about 83% of
winning rate. The play time for all matches is in the range of 8:43 to 15:18, it’s not very long.
Figure 2: Grouped averages of player match times.
Each match takes about 12:29 minutes on average to finish, it’s a fast game.
In an extreme situation, we have a participant who won the game without killing anyone and
finished the game in 14 minutes. In MOBA games, performance can be evaluated by kills and
deaths.
0 1 2 3 4 5 6 7 8 9
1
0
1
2
1
0
2
1
2 2
Number of Player Deaths
Parti
cipa
nts
Figure 3: grouped player deaths, excluding ineffective outliers.
The match summary turns out to have average separate kills and extremely focused
deaths. Almost everyone died 1 to 2 times, but there are three players that perform terribly bad
and got up to 11 deaths. Looking at the K/D ratio, we found players can be divided into two
categories: bad and good at this game.
<1 >10123456789
10
3
9
Kill-Death Ratio
Parti
cipa
nts
Figure 4: Grouped player average Kill-Death ratio. Greater than 1 is considered a successful
participant.
The kill-death ratio less than one can be considered as bad performance. When we look
through the data, we found there is a very obvious gap between these two categories. A large
percentage of the participants were learning the game quick enough to play well in the short time
limit.
Behavior
We can split behavior section into two datasets: eye-tracking and survey. They focus on
different perspectives and is recorded in different procedures. When players are playing the
game, eye-tracking is responsible for recording the real time reaction without consciousness.
After finishing the game, survey is for players to think about their behavior afterward with
consciousness and objectiveness.
Let’s talk about eye movement first. Along with the play process, they look at different
places. When they just started the game, they look everywhere to learn the UI and eventually
settle down for the game action in the center to upper right right areas of the screen. When they
are attacking, eyes will move to the target. By the end of the game, they became focused on
different objectives such as turret, enemy champion and jungle monsters, which means they
already know the UI layout and enjoy the game. The learning curve for this game is not very
steep.
Although we split players into two categories, it seems that everybody’s eye movement is
quite the same. In the methodology part, we drew 7 ROI regions, each region stands for different
places they look.
Figure 5: Averaged percentage time spent for player gaze in each of the Areas of Interest.
As we can see, the two concentrated part are battle area and hero herself, this means
participants use most of their time looking at the center of the screen. Also, people tend to not
look at the score board and joystick, maybe because they are well designed, and players can use
these features unconsciously. However, it seems not very good to use when it comes to the item
and ability UI. Their functions are not to show something to players, so they need to be very
intuitive and obvious to players.
Eye-tracking glasses are limited to know what players are thinking, so there comes the
survey. When players first enter the game, their impressions for it is very important. Almost
every people who had game experience before considering this game very familiar and like other
MOBA games, but those who have not played any games before found this game very frustrating
and hard. When playing the game, everybody feels satisfying when they managed a kill, but the
frustrating point for them varies.
As people who has played MOBA games before will know, the item system in MOBA
games is very complex and sometimes they are one of few core mechanics. However, this
game’s item system seems not simpler than PC MOBA games. Participants said they know the
shiny little button (which is item system) is important, but they don’t know what the use of that
is, they just pushed the button to make the button disappear because it would frequently obstruct
the action of the game, resulting in confusing moments
Usability
In general, people think this game is not very hard to start.
83% of participants consider this game easy to use at the first time and they can get their hands
on very quick. Although some participants complained about buttons, 66% of them still agree
that the button layout is very intuitive and clean. They feel very confident about this game after
the first round. Players indicated that while they would have preferred a tutorial, it was not
strictly necessary for this game.
Conclusion
Overall, players were learning how to play this game successfully. All but two
participants managed to win their games and end with positive KDAs. The system was intuitive
enough for participants to make a working concept as new players. All of our participants
generally agreed on what the game’s most successful and least successful components were.
They all enjoyed killing their opponents and felt most engaged when using their abilities and
fighting the enemy. All player’s reported combat as the game’s best feature and our eye tracking
analysis showed that players fixated either on the battle area or their ability button AOIs during
25% of their match. We conclude that this is the most effective UI element of the game because
of the intuitive iconography and player success. We can also conclude from the lack of gaze
fixation yet effective usages that the joystick and the attack buttons located at each thumb were
effective stand-ins to what might be perceived as a standard controller.
Conversely, players complained about frequent game notifications obscure a large
portion of the battle area, making confusion at crucial moments. Notifications obscured action,
sometimes causing deaths and confusion of what was happening in the game. Most of the
participants agreed that this was the biggest obstacle in learning to play the game. Our biggest
recommendation would be to move these notifications to unused left half of the screen or reduce
their size to support the combat flow state. As new players, the minimap was difficult to
understand and ping notifications were annoying, so both went largely went unused. The players
still experienced success despite not taking advantage of these features (that higher-level players
perceive as essential) because of the low challenge of the AI opponents. This is okay in the
context of our experiment because we were focused on observing the usability of the more
central interface features. In summary, we conclude that most of the interface features included
in Mobile Legends are intuitively effective for new players at an entry level, but still has room
for perfection in moving potentially distracting stimuli away from the action.
Discussion
It seems that across the board, the participants generally enjoyed the game and thought it
was easy to learn while playing. However, 92% of our participants indicated in their surveys that
they had at least minimal familiarity with the MOBA genre and its conventions. Even though
they had not played Mobile Legends specifically, most of the participants had at least a working
knowledge of what they were supposed to do in the game, potentially skewing our results of
what was effective in learning the game or not. If we were to conduct this study again in the
future, we recommend either recruiting players with minimal MOBA experience or have a
secondary pool of more experienced players. This will separate results to see both what
inexperienced and advanced players identify as important in-game information.
In addition, our eye tracking procedure was not as successful as desired. Area of interest
heatmaps could not be made because the participants would frequently move during testing
despite warnings. The recording eye tracking glasses and I-pad were in different and moving
positions for each participant. This made it very difficult to find reliable recording segments to
conduct AOI analysis, severely reducing the amount of usable gameplay footage. In a future
study, experimenters should either find a way to make participants stay motionless during the
study or conduct the study on a fixed screen where eye tracking AOIs can be captured more
reliably.
References
David Pinelle, Nelson Wong, and Tadeusz Stach. 2008. Heuristic evaluation for games: usability
principles for video game design. In Proceedings of the SIGCHI Conference on Human
Factors in Computing Systems (CHI '08). ACM, New York, NY, USA, 1453-1462.
Wahlroos, Valtteri, Design and implementation of a gameplay UI for a MOBA mobile game,
Aalto doc, May 2018
Appendix
Figure 6: The script read to participants before playing.
Figure 7: The posttest survey, two pages.