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Under the Hood:UI/UX 问答

原文:Under The Hood: UI/UX QA · SCS Software 官方博客 · 2026-07-11
本文为逐段对照翻译:中文译文在上,其下方灰色区块为英文原文。文中图片已转存到本站。


今天,我们带你走进《欧洲卡车模拟 2》与《美国卡车模拟》的开发幕后,看看流程中另一个重要的环节——它塑造着你在路上的体验。这一次,我们把聚光灯对准 UI/UX QA,看看它如何为玩家打造直观、愉悦而精致的界面。

Today, we're taking you behind the scenes of the development of Euro Truck Simulator 2 and American Truck Simulator to explore another important part of the process that helps shape your experience on the road. This time, we're shining a spotlight on UI/UX QA and its role in creating intuitive, enjoyable, and polished interfaces for our players.

Under the Hood:UI/UX 问答

为了带大家了解这个有趣的领域,我们想介绍 UI/UX QA 团队的 Petr 和 Jan。他们会带你体验一天的工作,说明自己的职责,并分享他们如何确保每一个菜单、按钮和交互在到达你的屏幕之前都恰到好处。

To guide you through this fascinating area, we'd like to introduce Petr and Jan from our UI/UX QA team. They'll take you along for a day at work, explain what their role involves, and share how they help ensure every menu, button, and interaction feels just right before it reaches your screen.

Petr —— 主机与 UI/UX QA 负责人

Petr - Console & UI/UX QA Lead

Petr,主机与 UI/UX QA 负责人

“大家好!我叫 Petr,担任主机与 UI/UX QA 负责人。我和同事们一起推动建立了两支团队,它们如今在确保我们的游戏既运转良好、又能带来出色的用户体验方面发挥着关键作用。”

"Hi! My name is Petr, and I work as the Console & UI/UX QA Lead. Together with my colleagues, I helped build two teams that now play a key role in ensuring our games both function well and deliver a great user experience.

“我们负责《欧洲卡车模拟 2》和《美国卡车模拟》在所有平台上的测试,包括传统 PC、Steam Deck、VR、PlayStation 以及 Xbox Series X/S。除了游戏本体,我们也大量参与 Driving Academy、Coaches 和 Road Trip 等项目的测试。”

We are responsible for both Euro Truck Simulator 2 and American Truck Simulator across all platforms, including traditional PC, Steam Deck, VR, PlayStation, and Xbox Series X/S. In addition to the games themselves, we're also heavily involved in testing projects such as Driving Academy, Coaches, and Road Trip.

“我的工作主要围绕协调、规划和分析测试结果展开。我与其他团队密切合作,尽可能早地发现并解决 bug 或用户体验问题。我的目标是安排好流程,让整个团队都能高效工作、保持专注,不必在每次新补丁或 DLC 发布前承受不必要的压力。”

My work mainly revolves around coordination, planning, and analysing testing results. I collaborate closely with other teams to identify and resolve bugs or UX issues as early as possible. My goal is to organise our processes so that the entire team can work efficiently and stay focused without unnecessary pressure before every new patch or DLC release.

“我也会亲自测试团队所做的每一项内容。我不只是真心喜欢测试,还把它视为一大优势。直接参与整个过程,让我能更好地找出我们作为团队可以继续改进、继续前进的地方。”

I also actively test everything my team works on. Not only do I genuinely enjoy testing, but I also see it as a major advantage. Being directly involved in the entire process allows me to better identify areas where we can continue improving and moving forward as a team.

“每当团队成员对某件事拿不准或需要建议时,我总会在一旁支持他们;我也会刻意去营造积极友好的氛围,让大家都享受一起工作的过程。”

I'm always there to support my team whenever they're unsure about something or need advice, and I make a conscious effort to maintain a positive, friendly atmosphere where everyone enjoys working together."

Jan —— 高级 UI/UX 测试员

Jan - Senior UI/UX Tester

Jan,高级 UI/UX 测试员

“大家好,我是 Jan,一名高级 UI/UX 测试员,主要专注于游戏体验测试。我今年 31 岁,在 SCS Software 已经工作了两年。我最初是以初级测试员的身份加入公司的,没有特定的专业方向,但在融入团队、熟悉我们的开发流程之后,我很快发现自己对用户体验充满热情。”

"Hi, I'm Jan, and I'm a Senior UI/UX Tester with a primary focus on playtesting. I'm 31 years old, and I've been at SCS Software for two years. I originally joined the company as a Junior Tester without a specific specialisation, but once I settled into the team and got to know our development process, I quickly discovered a passion for user experience.

“在 Petr 的支持和指导下——他当时已经是资深员工——我参与建立了我们的游戏体验测试流程,并一直在不断完善它。”

With the support and guidance of Petr, who was already a senior at the time, I helped establish our playtesting process and have been refining it ever since."

什么是 UI/UX QA?

What is UI/UX QA?

“一个新功能在被加入游戏之前,要走过一段漫长的旅程,而 UI/UX(用户界面/用户体验)全程都在其中。无论是全新功能,还是对现有功能的重做,一切都要从分析、以及我们(QA 部门)与游戏设计(GD)部门之间的沟通开始。对于重做,我们需要先评估现状——哪些地方有效、哪里需要改动;而无论新功能还是重做,我们都要想清楚希望达到的目标。这些问题的答案,将影响之后的所有决定。”

"Before a new feature gets added to our games, it has to go through a long journey. And the UI/UX (User Interface/User Experience) is there along the way. Whether it's a new feature or a redesign of an existing one, it all starts with analysis and dialogue between us (QA department) and the Game Design (GD) department. For redesigns, we need to start by assessing the current state, what works, and where changes are needed, and for new features and redesigns alike, we need to think about where we want to arrive. Answers to these questions will then inform all future decisions."

典型的 UI/UX 测试流程是什么样的?你们与其他团队的合作有多紧密?

What does a typical UI/UX testing process look like, and how closely do you work with other teams?

“总的来说,我们会尽可能早地介入功能开发的流程,并尽可能紧密地与 GD 部门合作,因此也会参与功能旅程的下一阶段——为设计提供反馈。这意味着我们要阅读设计文档并试着提前思考,于是会提出这样的问题:‘这个设计会直观吗?能一眼看出这是个按钮吗?我们有没有漏掉什么?无障碍方面呢?在较小的屏幕上文字还看得清吗?’以及更多类似的问题。与 GD 部门来回沟通几轮之后,我们会得出一个可以由程序员实现的设计。”

"In general, we try to be involved in the process of a feature development as soon as possible and cooperate with the GD department as closely as we can, so we're also a part of the next stage of the feature's journey, where we provide feedback on the design. This means looking at the design document and trying to think ahead, so we ask questions like: "Is this going to be intuitive? Is it clear that this is a button? Aren't we forgetting anything? What about accessibility? Will the text be legible on a smaller screen?" and many more. After some back and forth with the GD department, we arrive at a design that can then be implemented by a programmer.

“第一个可玩原型出现时,我们就必须开始同时坐两把椅子。我们仍然要看到全局——了解设计、看清各个部分如何拼合、明白某些决定为何如此。但此刻,我们也能像玩家第一次看到这个功能那样去看游戏。我们必须变成一个刚刚起步、从没玩过其他任何游戏的新手;变成一个玩过很多游戏、却从未玩过卡车模拟的硬核玩家;或者变成一个现实中的卡车司机,在休息站用掌机玩我们的游戏。玩我们游戏的受众非常广泛,设计必须对所有人都好用、都直观。”

The first playable prototype is the point where we have to start sitting in two chairs at once. We still have to see the big picture - know the design, see how all the pieces fit, know why some decisions were made the way they were. But now, we can also see the game as a player seeing the feature for the first time. We have to become a player that is just starting out and has never played any other game before. A hardcore gamer who has played many games, but never a trucking simulator. Or a real-life trucker who plays our games on a handheld at their rest stops. Our games are played by a very wide audience, and the design has to work and be intuitive for all of them.

UI/UX 设计讨论

“在这个阶段,我们会发现更多问题、提出改进建议,并与 GD 团队和负责该功能的程序员一起寻找可行的解决方案。当我们对达成的状态有足够信心后,就该进入下一阶段去验证了。”

At this stage, we identify further issues, offer improvements, and look for possible solutions together with the GD team and programmers working on the feature. After we feel confident enough with the state we arrive at, it's time to validate in the next stage.

“功能旅程中的下一个重要环节是内部游戏体验测试。这是一种很好的方式:从公司各部门请来没有看过设计文档、最好对它一无所知的人,获得全新的视角。在开始测试之前,我们会先确定想要得到答案的问题:‘这个界面直观吗?它能很好地控制所有配件吗?加入 X 之后有没有带来不必要的摩擦?’根据这些问题,我们会为受访者准备详细的场景,让他们以尽量模拟日常游戏循环的方式接触(重新)设计的功能。随后我们邀请受访者来到我们的 Playtest Lab,引导他们走完这些场景,观察他们的行为和反应,做记录,并向他们提问。我们还会使用眼动追踪,更深入地了解玩家的注意力所在——哪些元素最先被看到,哪些则完全被忽略。”

The next important part of the feature's journey is internal Playtesting. It's a great way of getting a fresh perspective from people from various parts of the company who haven't seen the design documents and ideally don't know anything about it. Before we start playtesting, we define the questions we want answers to: "Is this screen intuitive? Does it control all accessories well? Did the addition of X add any unnecessary friction?" Based on these questions, we prepare detailed scenarios for the respondents to go through, which will get them to engage with the (re)designed feature in ways that try to simulate a regular gameplay loop. We then invite the respondents to our Playtest Lab, where we guide them through the scenarios, observing their behaviour, reactions, taking down notes, and asking questions. We also utilise eye tracking, which gives us more insight about the players' focus, telling us which elements are observed first and which go by completely unnoticed.

Playtest Lab 中的眼动追踪热力图

“测试结束后,受访者还会填写一份问卷,这让他们能进一步思考这个功能、补充意见,也可能提出自己的想法。”

After the playtest ends, respondents also fill out a questionnaire, which allows them to think about the feature some more, further comment on it, and possibly come up with ideas of their own.

“所有这些都为我们带来大量需要处理的数据。为此,我们采用应用研究中的做法:先进行定性编码,再进行带频次统计的主题分析。用通俗的话说,我们会梳理所有原始陈述和观察到的行为,把它们归入不同类别,并记录它们被提及或观察到的频率。这有助于我们发现反复出现的模式,并把这些模式归入更宽泛的主题/问题。”

All of this gives us a lot of data that needs to be processed. For this, we use practices from applied research, so we start with qualitative coding, followed by thematic analysis with frequency counting. In layman's terms, we go through all the raw statements and observed behaviours and assign them to various categories, along with how often they were mentioned/observed. This helps us to identify recurring patterns and assign them to broader themes/issues.

“然后我们会准备最终的 Output(输出报告),其中总结受访者的行为、反应和观点,指出潜在的问题,并提出可能的解决方案。”

We then prepare a final Output, which summarises the respondents' behaviour, reactions, opinions, identifies underlying issues, and proposes possible solutions.

“接下来的步骤取决于测试结果。如果我们发现一些深层问题、需要对设计做大改,就不得不回到绘图板前,重复前面提到的各步骤,然后再做一次测试,确认问题已经得到令人满意的解决。最近的一个好例子是重新设计的‘跳过时间/休息’功能,它还把疲劳拆分为两套独立机制(疲劳与强制休息)。在测试中我们发现,这种新的划分方式及其表现形式让玩家非常困惑,于是这个功能不得不彻底重做——结果非常成功(至少我们希望如此)。”

The next steps depend on the results of the playtest. If we identify some deep issues that require big changes in the design, we have to go back to the drawing board, repeating the previous points, leading to another playtest to confirm the issues have been satisfactorily addressed. A good recent example is the redesigned Skip Time / Rest feature, which also divided Fatigue into two separate mechanics (Fatigue and Mandatory Break). During playtesting, we found out that this new division and its representation were very confusing to players, and the feature had to be redesigned completely, to great success (at least we hope so).

Playtest Lab 测试现场

“反过来说,如果我们只发现一些需要稍加打磨的表面问题,那么由 GD 部门处理这些,我们就可以进入功能的最终测试。”

If, on the other hand, we only identify surface-level issues that require some polish, the GD department tackles those, and we can move on to the final testing of the feature.

“在最终测试中,我们主要关注 FQA——设计此时已基本定稿,我们要确保一切按预期运作。这部分一完成,功能就可以合并进主分支,由 Integration QA 部门接手,确认该功能在合并后仍保持预期状态,也没有在过程中破坏其他东西——不过那就是另一章的故事了。”

In the final testing, we mostly focus on FQA - the design is largely set, and we're now making sure it all works as intended. As soon as this is done, the feature can be merged into the main branch, where the Integration QA department takes over, making sure the feature itself survived the merge in its intended state and didn't break anything else along the way, but that's for another chapter."

做 UI/UX 工作,你最喜欢的是什么?

What do you enjoy most about working on UI/UX?

Petr:“我最喜欢的是什么?这问题不好回答。简而言之,几乎是一切!我们团队的每个人都热爱各种类型、各种题材的游戏,所以能有机会为《欧洲卡车模拟 2》和《美国卡车模拟》贡献自己的想法和建议,实在是一件极有成就感的事。”

Petr: "What do I enjoy the most? That's a tough question. In short, pretty much everything! Everyone on our team is passionate about games of all kinds and genres, so having the opportunity to contribute our own ideas and suggestions for Euro Truck Simulator 2 and American Truck Simulator is incredibly rewarding.

“在 SCS,我们常常按自己的方式做事,这让工作格外有意思。与此同时,我们做每个决定时始终把玩家放在核心。开发新的玩法功能时,设计师很容易无意间陷入‘隧道视野’。我们的职责就是挑战这种视角,带来一双新的眼睛。我们会想到经验丰富的卡车司机,但也从不会忘记刚刚上手的玩家。从许多不同角度审视游戏界面,既是我们工作的关键部分,也是其中最具创造力的方面之一。”

At SCS, we often do things our own way, which makes the work especially enjoyable. At the same time, we always keep our players at the heart of every decision. When developing new gameplay features, it's easy for designers to unintentionally fall into "tunnel vision." Our job is to challenge that perspective and bring in a fresh set of eyes. We think about our experienced truckers, but we never forget players who are just starting out. Looking at the game's interface from many different perspectives is both a key part of our work and one of its most creative aspects.

“我们竭尽全力让游戏尽可能易于上手,同时确保它们依旧同样好玩。”

We put our all into making our games as accessible as possible while ensuring they remain just as fun to play."

Jan:“我喜欢这份工作把技术与人结合在一起。用户体验在很大程度上就是人与机器之间的互动,你必须让双方相互理解。”

Jan: "I like how it combines technical and human aspects. User experience is mostly an interaction between a human and a machine, and you have to make them understand each other.

“我最早提出并交付的项目,是在图形设置中用截图来呈现效果,让玩家在调整游戏画面时更容易看到自己所做的改动。这正好完美地说明了我的意思——我既对事物在底层如何运转感兴趣,也关心玩家如何感知和理解它们。”

The first project I came up with and delivered was the Graphics Settings screenshot representation to make it easier for players to see the changes they're making when setting up the visuals of their game, and that's the perfect example of what I mean - I'm interested in how things work under the hood, but also how the player perceives and understands them."

Jan 的第一个项目:图形设置的截图呈现

你想对我们的社区说些什么?在帮助改善用户体验方面,玩家反馈有多大价值?

What message would you like to share with our community, and how valuable is player feedback in helping improve the user experience?

“玩家反馈对我们极其重要,也是我们源源不断的灵感来源。看到 SCS 内部有越来越多围绕你们的反馈而建立的机制,我们由衷地感到高兴。我想向你们保证,我们确实会认真阅读你们的评论、想法和建议——不只是 UI/UX 团队,而是整个工作室。”

"Player feedback is incredibly important to us and a constant source of inspiration. We're genuinely happy to see more and more initiatives being built around your feedback here at SCS. I want to assure you that we truly do read your comments, ideas, and suggestions carefully, not just our UI/UX team, but the entire studio.

“所有与我们互动的人都如此关心我们的游戏,这一点显而易见,而我们的感受完全一样。我们热爱《欧洲卡车模拟 2》和《美国卡车模拟》,也希望能让它们越来越好。我们真心想知道你们喜欢什么、希望增加什么、觉得哪些地方可以改进。我们已经收到了数量惊人的反馈。真希望你们能亲眼看看那些详尽的文档——我们在其中仔细收集、整理你们所有的想法和请求。”

It's clear how much all of you who engage with us care about our games, and we feel exactly the same way. We love Euro Truck Simulator 2 and American Truck Simulator, and we want to keep making them better and better. We genuinely want to know what you enjoy, what you'd like to see added, and what you think could be improved. We've already received an incredible amount of feedback. I wish you could see the extensive documents where we carefully collect and organise all of your ideas and requests.

“遗憾的是,我们无法把每一条建议都实现。原因可能有很多,而且并不总是显而易见,比如引擎限制、内部资源有限、游戏系统内的技术约束、授权协议等等。但请继续和我们交流!你们的反馈从未被忽视。正是因为你们,我们才能继续走在这段旅程上,一起把体验做得更好。”

Unfortunately, we can't implement every suggestion. There can be many reasons that aren't immediately obvious, such as engine limitations, limited internal resources, technical constraints within our game systems, licensing agreements, and more. But please, keep talking to us! Your feedback never goes unnoticed. It's thanks to you that we're able to continue on this journey and keep making the experience even better together.

“感谢每一位与我们同行在这条激动人心道路上的你!”

Thank you to everyone who's travelling this exciting road with us!"

原文版权归 SCS Software 所有,本文为中文对照翻译,仅供学习交流。原文链接:blog.scssoft.com

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