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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.

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