Begin with the test question and the build version. Give players an appropriate task without explaining the answer. Record what they try, where they hesitate, and what they say they expect. Avoid interpreting every pause as a problem; sometimes the game is creating the intended challenge.

After the session, ask the player what they thought was happening. Their explanation can reveal a misunderstanding that was not obvious from movement alone. Ask about specific moments rather than only whether the game was fun.

Turn observations into a small decision list

Group repeated issues and identify their likely cause. The missing switch might need better lighting, a clearer relationship to the door, an earlier teaching moment, or a different layout. Test an appropriate change rather than automatically implement the first suggestion.

Keep the sample and limitations honest. A few sessions can reveal concrete usability problems but do not establish broad market demand or a universal player preference. Record who participated in general terms relevant to the test, with appropriate consent and minimal personal data. Useful notes help the team make the next build more informed; they should not turn a small observation into a confident claim about every future player.