Evaluating User Experience In Games

Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
ISBN: 9781848829633
Size: 11.51 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: 24.28 MB
Format: PDF, ePub, Docs
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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.

Eye Tracking In User Experience Design

Author: Jennifer Romano Bergstrom
Publisher: Elsevier
ISBN: 0124167098
Size: 57.43 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.

Design User Experience And Usability Designing Pleasurable Experiences

Author: Aaron Marcus
Publisher: Springer
ISBN: 3319586378
Size: 17.84 MB
Format: PDF, Kindle
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Design User Experience And Usability Designing Pleasurable Experiences from the Author: Aaron Marcus. The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.

Design User Experience And Usability Novel User Experiences

Author: Aaron Marcus
Publisher: Springer
ISBN: 3319403559
Size: 20.43 MB
Format: PDF, Docs
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Design User Experience And Usability Novel User Experiences from the Author: Aaron Marcus. The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.

Design User Experience And Usability Theories Methods And Tools For Designing The User Experience

Author: Aaron Marcus
Publisher: Springer
ISBN: 331907668X
Size: 69.73 MB
Format: PDF, ePub, Docs
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Design User Experience And Usability Theories Methods And Tools For Designing The User Experience from the Author: Aaron Marcus. The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.

Designing The User Experience Of Game Development Tools

Author: David Lightbown
Publisher: CRC Press
ISBN: 1482240211
Size: 21.17 MB
Format: PDF, ePub, Docs
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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.

Universal Access In Human Computer Interaction Design And Development Approaches And Methods

Author: Margherita Antona
Publisher: Springer
ISBN: 3319587064
Size: 52.25 MB
Format: PDF, ePub, Docs
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Universal Access In Human Computer Interaction Design And Development Approaches And Methods from the Author: Margherita Antona. The three-volume set LNCS 10277-10279 constitutes the refereed proceedings of the11th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. The papers included in the three UAHCI 2017 volumes address the following major topics: Design for All Methods and Practice; Accessibility and Usability Guidelines and Evaluation; User and Context Modelling and Monitoring and Interaction Adaptation; Design for Children; Sign Language Processing; Universal Access to Virtual and Augmented Reality; Non Visual and Tactile Interaction; Gesture and Gaze-Based Interaction; Universal Access to Health and Rehabilitation; Universal Access to Education and Learning; Universal Access to Mobility; Universal Access to Information and Media; and Design for Quality of Life Technologies.

Formamente

Author: Aa.Vv.
Publisher: Gangemi Editore Spa
ISBN: 8849279183
Size: 55.20 MB
Format: PDF, Mobi
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Formamente from the Author: Aa.Vv.. RESEARCH - RICERCA Effectiveness of critical thinking instruction in higher education: a systematic review of intervention studies Dawit T. Tiruneh, An Verburgh, Jan Elen From research assistant to researcher: being wakeful in a mentorship journey about methodology, poverty, and deficit thinking Heather Grenville, Darlene Ciuffetelli Parker Adapting grounded theory in qualitative research: reflections from personal experience Philip Bulawa B-learning quality: dimensions, criteria and pedagogical approach Paula Peres, Luís Lima, Vanda Lima The system learning. Rethinking structures, role and functions of the virtual communities of knowledge and learning Pierfranco Malizia APPLICATIONS - APPLICAZIONI Stability of Russian banking sector: the results of adaptation international standards of banking regulation Svetlana Khasyanova Development of technologies of application of Islamic financial products in the Russian federation Simone La Bella, Vladimir Malyaev Data display in qualitative research Susana Verdinelli, Norma I. Scagnoli The competencies required for effective performance in a University e-learning environment Mitchell Parkes, Christine Reading, Sarah Stein Future direction for next generation Web Young B. Choi, Young Han Choe, Tae H Oh Tablets (iPad) for M-learning in the context of social constructivism to institute an effective learning environment Palmo Thinley, Shlomo Geva, James Reye PowerPoint: IT’s not yes or no, it’s when and how Lois A. Jordan, Raymond Papp Is Finnish higher education a model or a myth? The case study of Erasmus mobility from Italy to Finland Chiara Biasin HIGHLIGHT - PROSPETTIVE A brief outline about FADRIVE. A pattern to improve e-learning Danilo Ceccarelli Morolli PBL Working environment: an expert system for teachers, trainers and headmasters who want to understand and apply the Problem-Based Learning (PBL) pedagogy in their own classroom Susanna Correnti, Luca Angelo Galassi tuBEMATES project: towards a competitive European Higher Education Ilaria Reggiani Simulations and serious games for company businesses Paolo Francescone Learning: the way out Review of OECD (2013), Education at a Glance 2013: OECD Indicators, OECD Publishing. Lisa Reggiani Methodologies for Research-Creation Valentina Cisbani GUIDE Association: Conclusions from the VII International Conference, Guatemala Laura Ricci Upcoming Conferences: VIII GUIDE conference and V Seminar on Education and Communication, Aracaju, Brazil, 19-21 November 2014 New GUIDE Journal: Digital Universities. International best practices and applications CONTRIBUTORS GENERAL INDICATIONS FOR THE AUTHORS