Evaluating User Experience In Games

Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
ISBN: 9781848829633
Size: 38.32 MB
Format: PDF
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Evaluating User Experience In Games from the Author: Regina Bernhaupt. It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Game User Experience Evaluation

Author: Regina Bernhaupt
Publisher: Springer
ISBN: 3319159852
Size: 54.33 MB
Format: PDF, Mobi
View: 7751
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Game User Experience Evaluation from the Author: Regina Bernhaupt. Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.

Mensch Computer 2003

Author: JĂĽrgen Ziegler
Publisher: Springer-Verlag
ISBN: 332280058X
Size: 69.36 MB
Format: PDF, ePub, Docs
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Mensch Computer 2003 from the Author: Jürgen Ziegler. Die interdisziplinäre Tagung Mensch und Computer findet jährlich statt und bündelt die vielfältigen Facetten der Mensch-Computer-Interaktion im deutschsprachigen Raum. Die Konferenz steht 2003 unter dem Motto "Interaktion in Bewegung" und setzt Schwerpunkte in den Themenbereichen mobile und ubiquitäre Mensch-Technik-Interaktion, adaptive Benutzerschnittstellen und Interaktion mit vernetzten Informationsräumen und Anwendungen.

Eye Tracking In User Experience Design

Author: Jennifer Romano Bergstrom
Publisher: Elsevier
ISBN: 0124167098
Size: 44.43 MB
Format: PDF, ePub
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Eye Tracking In User Experience Design from the Author: Jennifer Romano Bergstrom. Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. Includes highly relevant examples and information for those who perform user research and design interactive experiences Written by numerous experts in user experience and eye tracking. Highly relevant to anyone interested in eye tracking & UX design Features contemporary eye tracking research emphasizing the latest uses of eye tracking technology in the user experience industry.

Games User Research

Author: Anders Drachen
Publisher: Oxford University Press
ISBN: 0192513923
Size: 12.71 MB
Format: PDF, Mobi
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Games User Research from the Author: Anders Drachen. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Game Usability

Author: Katherine Isbister
Publisher: CRC Press
ISBN: 1498759572
Size: 58.79 MB
Format: PDF
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Game Usability from the Author: Katherine Isbister. Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.

Die F Nf Sprachen Der Liebe Gottes

Author: Gary Chapman
Publisher: Brunnen Verlag GieĂźen
ISBN: 376557113X
Size: 49.22 MB
Format: PDF, Mobi
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Die F Nf Sprachen Der Liebe Gottes from the Author: Gary Chapman. Eine Einladung zu einem "Sprachkurs" der besonderen Art: Entdecken Sie, wie Gott Sie in Ihrer ganz persönlichen Liebessprache anspricht und wie Sie ihm in Ihrer Sprache antworten können. Denn: * Jeder Mensch hat seine ganz persönlichen Ausdrucksformen, in denen er Gott besonders gut hört und erfährt. * Gott spricht alle Liebessprachen. * Gott will Sie mit weiteren Sprachen der Liebe bekannt machen, damit Sie immer besser verstehen, was er Ihnen sagen möchte.

Designing The User Experience Of Game Development Tools

Author: David Lightbown
Publisher: CRC Press
ISBN: 1482240211
Size: 29.79 MB
Format: PDF, ePub, Mobi
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Designing The User Experience Of Game Development Tools from the Author: David Lightbown. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people’s goals, watching them work, learning the context in which they work, and understanding how they think. Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team. Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details. The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.