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Reading Information in a Racing Game: A UX Study of KartRider

Research Methods in Cognitive Science · 2022

Undergrad Course

KartRider is a racing game, but racing requires more than simply controlling a kart. Players continuously interpret visual information—such as speed cues, boost effects, outlines, maps, and other interface elements—while making rapid decisions.

This project approached gameplay as a process of “reading” visual information in real time and asked how graphical information should be presented to support effective and satisfying interaction. Drawing on research on visual attention, perceptual load, and video-game expertise, we investigated whether changes in display settings influence player performance, usability, and satisfaction.

Experimental Design

We conducted an experiment with <>32 participants, including 16 experienced and 16 inexperienced KartRider players.

Two graphical features were manipulated in a 2 × 2 design:

Task performance was evaluated across all four conditions using track completion time and collision frequency. Usability and subjective experience were assessed using measures adapted from the System Usability Scale (SUS). NASA Task Load Index (NASA-TLX), and Game User Experience Satisfaction Scale (GUESS).

Results

Changes in the graphical display did not produce a clear significant difference in driving performance, such as completion time or collision frequency.

However, the display conditions influenced users’ subjective experience. A significant interaction between character outline and boost blur was observed for usability, while satisfaction showed a similar but non-significant trend. In particular, when character outlines were displayed, removing the boost blur effect resulted in higher usability than displaying both effects together.

These results suggested that adding or modifying visual effects does not necessarily improve the user experience. Instead, additional graphical information may increase perceptual demands without producing corresponding improvements in task performance.

Takeaways

This project gave me experience in translating an interface-design question into a controlled behavioral experiment, combining objective performance measures with standardized usability and user-experience scales.

It also led me to think of game interfaces not simply as visual decoration, but as information environments that users must continuously perceive, interpret, and act upon. The study highlighted the importance of considering perceptual load when designing interfaces for fast-paced interactive environments.

Limitations

The study was limited by its relatively small sample and by the broad classification of participants as experienced or inexperienced players. A follow-up study could more precisely account for factors such as recent KartRider experience, experience with other racing games, and real-world driving experience, while testing a wider range of tracks and display configurations.