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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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244 C. Koeffel et al.<br />

Virtual<br />

Interface<br />

Table 13.1 (cont<strong>in</strong>ued)<br />

No. Heuristic Source<br />

17 “The game play should not require the<br />

player to fulfil bor<strong>in</strong>g tasks”<br />

18 “The game mechanics should feel<br />

natural <strong>and</strong> have correct weight <strong>and</strong><br />

momentum.” Furthermore, they<br />

should be appropriate for the situation<br />

the user is fac<strong>in</strong>g<br />

19 “The player should be able to identify<br />

game elements such as avatars,<br />

enemies, obstacles, power-ups, threats<br />

or opportunities.” The objects “should<br />

st<strong>and</strong> out, even for players with bad<br />

eyesight or colour bl<strong>in</strong>dness <strong>and</strong><br />

should not easily be mis<strong>in</strong>terpreted”.<br />

Furthermore, the objects “should look<br />

like what they are for”<br />

20 The “acoustic <strong>and</strong> visual effects should<br />

arouse <strong>in</strong>terest” <strong>and</strong> provide<br />

mean<strong>in</strong>gful feedback at the right time.<br />

Hence, the effects should give<br />

feedback to create a challeng<strong>in</strong>g <strong>and</strong><br />

excit<strong>in</strong>g <strong>in</strong>teraction <strong>and</strong> <strong>in</strong>volve the<br />

player by creat<strong>in</strong>g emotions. The<br />

feedback should be given<br />

immediately to the user’s action<br />

21 The <strong>in</strong>terface should be “consistent <strong>in</strong><br />

control, colour, typography <strong>and</strong><br />

dialogue design” (e.g., large blocks of<br />

text should be avoided, no<br />

abbreviations) <strong>and</strong> “as non-<strong>in</strong>trusive<br />

as possible”<br />

22 The player should not have to “count<br />

resources like bullets, life”, score,<br />

po<strong>in</strong>ts <strong>and</strong> ammunition. This<br />

“relevant <strong>in</strong>formation should be<br />

displayed <strong>and</strong> the critical <strong>in</strong>formation<br />

should st<strong>and</strong> out”. Irrelevant<br />

<strong>in</strong>formation should be left out. The<br />

user should be provided enough<br />

<strong>in</strong>formation to recognise her status<br />

<strong>and</strong> to make proper decisions.<br />

Excessive micromanagement by the<br />

user should be avoided<br />

23 The menu should be “<strong>in</strong>tuitive <strong>and</strong> the<br />

mean<strong>in</strong>gs obvious” <strong>and</strong> “perceived as<br />

a part of the game”<br />

(Koivisto <strong>and</strong> Korhonen<br />

2006)<br />

(Federoff 2002, P<strong>in</strong>elle<br />

et al. 2008)<br />

(Koivisto <strong>and</strong> Korhonen<br />

2006, Schaffer 2007,<br />

P<strong>in</strong>elle et al. 2008)<br />

(Federoff 2002, Desurvire<br />

et al. 2004, Röcker <strong>and</strong><br />

Haar 2006)<br />

(Federoff 2002, Desurvire<br />

et al. 2004, Schaffer<br />

2007)<br />

(Federoff 2002, Desurvire<br />

et al. 2004, Schaffer<br />

2007, P<strong>in</strong>elle et al. 2008)<br />

(Desurvire et al. 2004,<br />

Schaffer 2007)

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