Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
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)