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Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

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12 Beyond the Gamepad 223<br />

Table 12.8 Content analysis of keyboard comments<br />

Keyboard/categories Positive comments Negative comments Total<br />

Ease of use 10 3 13<br />

Sensitivity 3 8 11<br />

Physical<br />

characteristics<br />

5 6 11<br />

Realism 0 3 3<br />

Comfort 0 2 2<br />

Feedback 0 2 2<br />

Familiarity 2 0 2<br />

Total 20 24 44<br />

Table 12.8 shows the results of the content analysis of the keyboard comments. It<br />

is worth not<strong>in</strong>g that this is the only control method that received more negative comments<br />

than positive ones. The categories that conta<strong>in</strong> the most comments <strong>and</strong> are the<br />

focus of the evaluation are Ease of use, Sensitivity, <strong>and</strong> Physical characteristics.<br />

The Ease of use category conta<strong>in</strong>s comments discuss<strong>in</strong>g how easy the keyboard<br />

was to use. Most of these are positive comments focus<strong>in</strong>g on the simplicity of the<br />

<strong>in</strong>terface, but some mention the limited control that is afforded by keyboard control.<br />

For example:<br />

“Actions didn’t translate well to game. Even though controls are simple, car was difficult to<br />

control <strong>and</strong> judge.” (Subject 7, negative).<br />

The category conta<strong>in</strong><strong>in</strong>g the most negative remarks was Sensitivity, which conta<strong>in</strong>ed<br />

comments relat<strong>in</strong>g to the b<strong>in</strong>ary nature of the keyboard <strong>in</strong>put. A few<br />

comments praised this as easy to use, while most of them criticized the lack of<br />

sensitivity. For example:<br />

“Easier to make <strong>in</strong>cremental adjustments dur<strong>in</strong>g steer<strong>in</strong>g.” (Subject 2, positive)<br />

“Break<strong>in</strong>g was <strong>in</strong>stantaneous, I had no control over slow<strong>in</strong>g down, it was stop or<br />

noth<strong>in</strong>g.” (Subject 3, negative)<br />

Comments <strong>in</strong> the Physical characteristics category discuss the implication of the<br />

physical layout of the keyboard, either prais<strong>in</strong>g the localized controls or criticiz<strong>in</strong>g<br />

it for be<strong>in</strong>g cramped. For example:<br />

“Small choice space-i.e. arrow keys with<strong>in</strong> easy range of f<strong>in</strong>gers” (Subject 2, positive)<br />

“Spac<strong>in</strong>g of <strong>in</strong>put keys is a small bit cramped.” (Subject 9, Negative)<br />

Table 12.9 shows the results of the content analysis of the gamepad comments<br />

<strong>and</strong> reveals that the comments <strong>in</strong> this category are more evenly spread across the<br />

categories produced; this suggests that there were not any aspects of the <strong>in</strong>teraction<br />

that were experienced by all the users. The categories that conta<strong>in</strong> the<br />

most comments are Comfort, Learnable, Sensitivity, Personal preference, <strong>and</strong> Ease<br />

of use.

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