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2005
ACM

Automating the detection of breaks in continuous user experience with computer games

13 years 2 months ago
Automating the detection of breaks in continuous user experience with computer games
This paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of user-player behavior represented as a data schema that we have termed "immersidata". Analysis of data from a study of an educational computer game that we are developing shows that this approach is an effective way to pinpoint potential usability or design problems occurring in unfolding situational and episodic events that can interrupt or break user experience. As well as informing redesign, a key advantage of this cost-effective approach is that it considerably reduces the time evaluators spend analyzing hours of videoed study material. Categories & Subject Descriptors: H5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/methodology; H3.3 [Information Storage and Retrieval]: Information Search and Retrieval General Terms: Human Factors
Tim Marsh, Kiyoung Yang, Cyrus Shahabi, Wee Ling W
Added 30 Nov 2009
Updated 30 Nov 2009
Type Conference
Year 2005
Where CHI
Authors Tim Marsh, Kiyoung Yang, Cyrus Shahabi, Wee Ling Wong, Luciano Nocera, Eduardo Carriazo, Aditya Varma, Hyunjin Yoon, Chris Kyriakakis
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