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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13 Us<strong>in</strong>g Heuristics to Evaluate the Overall <strong>User</strong> <strong>Experience</strong> 251<br />
of such a game. To emphasise this aspect, these heuristics are deliberately placed <strong>in</strong><br />
the device-specific part of the framework.<br />
To achieve a set of rules as complete as possible, an iterative approach based<br />
on exist<strong>in</strong>g tabletop-related work has been chosen. Our approach, first described<br />
<strong>in</strong> Koeffel (2007), began with the creation of a first set of 12 heuristics, based<br />
on exist<strong>in</strong>g literature work <strong>and</strong> research trials <strong>in</strong> the field of usability. After additional<br />
research, these heuristics have been checked for weaknesses, ref<strong>in</strong>ed <strong>and</strong><br />
paraphrased. The second iteration focused on comprehensibility <strong>and</strong> tried to better<br />
fulfil the orig<strong>in</strong>al concept of heuristics as “rules of thumb”. Additional feedback<br />
from experts <strong>in</strong>itiated the creation of a third iteration of heuristics.<br />
These now 11 rules were used to conduct a heuristic evaluation. Six different<br />
games were evaluated. Twelve participants (3 usability experts, 3 double experts, 3<br />
game experts <strong>and</strong> 3 medium experienced users) were presented with the 11 heuristics<br />
from the third set <strong>and</strong> then <strong>in</strong>structed to play each of the games. They were<br />
asked to identify problems <strong>and</strong> assign them to the match<strong>in</strong>g heuristics afterwards.<br />
The results <strong>and</strong> f<strong>in</strong>d<strong>in</strong>gs of this evaluation led to the f<strong>in</strong>al version of our proposed<br />
heuristics for tabletop games.<br />
This f<strong>in</strong>al set of tabletop-specific heuristics emanated from the third set after<br />
the heuristic evaluation was conducted. It saw an <strong>in</strong>clusion of subcategories to further<br />
aid evaluators by clarify<strong>in</strong>g potential obscurities. Table 13.3 shows the f<strong>in</strong>al<br />
heuristics we achieved:<br />
A full description of all 10 heuristics (illustrated with pictures to display<br />
occurr<strong>in</strong>g issues) can be found <strong>in</strong> Koeffel (2007).<br />
No. Heuristic<br />
Table 13.3 Device-specific heuristics for tabletop games<br />
1 Cognitive workload: The cognitive workload which is not connected to the game play<br />
(i.e., <strong>in</strong> connection with the acquisition of skills, the view, the screen orientation <strong>and</strong><br />
the <strong>in</strong>put methods) should be m<strong>in</strong>imised.<br />
2 Challenge: The system should be designed <strong>in</strong> a way that the challenge satisfies the<br />
preconditions of a tabletop setup <strong>and</strong> the target group.<br />
3 Reach: The reach of the players should be adapted to the requirements of the game play.<br />
4 Exam<strong>in</strong>ability: The players should not be h<strong>in</strong>dered to exam<strong>in</strong>e the area required by the<br />
game play.<br />
5 Adaptability: The system should be adaptable to the player <strong>in</strong> terms of the setup.<br />
6 Interaction: The <strong>in</strong>teraction method should satisfy the expectations of the player <strong>and</strong><br />
follow the game logic.<br />
7 Level of automation: The player should be able to execute all actions relevant to the<br />
game by herself.<br />
8 Collaboration <strong>and</strong> communication: The <strong>in</strong>terpersonal communication <strong>and</strong> collaboration<br />
should be supported by the entirety of the game (such as game play <strong>and</strong> setup).<br />
9 Feedback: Feedback <strong>and</strong> feedthrough should be adapted to the possibilities of tabletop<br />
games, used adequately <strong>and</strong> provided to the players when appropriate.<br />
10 Comfort of the physical setup: The construction of the setup (<strong>in</strong>clud<strong>in</strong>g the display)<br />
should be comfortable to use <strong>and</strong> not require the player to take an awkward position.