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Designing a persistent online strategy game - Department of ...

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28 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

<strong>of</strong> product usage and iterative design [3, page 7]. The process <strong>of</strong> incorporating usercentred<br />

design into product development is sometimes called usability engineering [3].<br />

The usability engineering lifecycle is shown in table 4.1 below [19, page 15]:<br />

Table 4.1: The usability engineering lifecycle model. Adapted from Faulkner [19].<br />

Task<br />

Know the user<br />

Know the task<br />

User requirements capture<br />

Setting usability goals<br />

Design process<br />

Apply guidelines heuristics<br />

Prototyping<br />

Evaluating with users<br />

Redesign and evaluate with users<br />

Evaluate with users and report<br />

Information produced<br />

User Characteristics, user background<br />

User’s current task, task analysis<br />

User requirements<br />

Usability specification<br />

Design<br />

Feedback for design<br />

Prototype for user testing<br />

Feedback for redesign<br />

Finished product<br />

Feedback on product for future systems<br />

A large and important part <strong>of</strong> the usability engineering lifecycle is the evaluation. The<br />

purpose <strong>of</strong> usability evaluation is to analyze how usable a chosen design <strong>of</strong> a product is.<br />

There are several usability evaluation techniques and they can be divided into usability<br />

inspection, testing and inquiry [21].<br />

Usability inspection is a group <strong>of</strong> methods where experts inspects, or examines the usability<br />

<strong>of</strong> a product. The most popular method is Heuristic evaluation [3, page 35].<br />

Heuristics for usability are properties and principles that positively affect usability.<br />

Heuristic evaluation is performed by an expert evaluator which spends some time alone<br />

with the system and tries to find occurrences where a particular principle is broken.<br />

There are several different heuristic principles available that an evaluator can use.<br />

Heuristic evaluation can be performed early in the development process, before a working<br />

prototype is implemented. This is because the evaluator only needs the specification<br />

<strong>of</strong> the design to be able to evaluate it.<br />

Usability testing provides direct information on how users are using a system and what<br />

problems they have. Testing for usability means to directly involve end users and observe<br />

where problems arise. The session is usually recorded for future analysis, so that the<br />

evaluator can see how the user is performing a task. But only recording does not answer<br />

why a user does specific actions, so they are <strong>of</strong>ten encouraged externalize their thoughts.<br />

This procedure is called the think out loud protocol. To think out loud is unnatural for<br />

most users and the evaluator may have to remind them throughout the evaluation [3,<br />

pages 235-238].<br />

Usability inquiry concerns learning the likes, dislikes and needs <strong>of</strong> the users. This can<br />

be achieved by field studies or more or less structured interviews. Another method that<br />

can be used early in the design process is focus groups.<br />

Satisfaction is one <strong>of</strong> the components <strong>of</strong> usability, but it is least understood. The<br />

methods for evaluating satisfaction tend to be quite crude and vague and only limited

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