1,705 research outputs found

    Social Context in Usability Evaluations: Concepts, Processes and Products

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    The Tracer Method: Don\u27t Blink or You Might Miss it. A Novel Methodology Combining Cognitive Task Analysis and Eye Tracking

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    This thesis describes the development and first demonstration of a new Human Factors method, The Tracer Method, which is a combination of Cognitive Task Analysis (CTA) and Eye Tracking. The study evaluated whether the two methods together produce new and different information than either method alone could provide. The method was tested using a video game, Overwatch, a dynamic, complex, and multiplayer game. The evaluation included: 1. Examining both in the same context (game), 2. Establishing unique contributions of each method alone, and 3. Evaluating overlapping information. Results identified some overlap between the two methods that provided some cross-validation of the data. Cognitive Task Analysis provided higher level strategies and course of actions that players implement during their games, while eye tracking provided visual patterns of search (order of eye movements). However, when combined, the two methods provide strategy information in context that neither method alone can provide. CTA elicits insight into how individuals make decisions and apply previous knowledge, experience, and environmental information. Eye tracking can support this through predictive models of individual’s eye tracking, to understand which elements are utilized in making predictions and situational assessments. We provide a tutorial and insight into best practices for implementation of The Tracer Method. This is the initial development of the new method, and on-going research is validating it in different environments. The Tracer Method is the first combined and documented systematic methodology that utilizes a changing and complicated environment and tests the interaction and output of Critical Decision Method and Eye Tracking

    ProsocialLearn: D2.5 evaluation strategy and protocols

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    This document describes the evaluation strategy for the assessment of game effectiveness, market value impact and ethics procedure to drive detailed planning of technical validation, short and longitudinal studies and market viability tests

    USABILITY TESTING OF THE M.A.E.G.U.S. SERIOUS GAME

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    Interpreting raw data in serious games and simulations can be a time consuming and uninteresting task without visualizations. This study proposes one possible solution for an interface that incorporates data visualizations for Whittinghill and Nataraja\u27s (2013) MAEGUS simulation, a serious game used to increase the retention of wind energy and solar energy concepts in students, while still being fun. After the interface was designed and developed, a think aloud usability test was conducted to answer the following research questions: how do students use a series of information visualizations to operate a multi-variate game-based simulation and what are some the usability issues the students face in the simulation? A thematic analysis was then conducted to document and organize the responses

    DHRS 2009 Proceedings of the Ninth Danish Human-Computer Interaction Research Symposium.

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    Since 2001 the annual Danish Human-Computer Interaction Research Symposium has been a platform for networking, and provided an opportunity to get an overview across the various parts of the Danish HCI research scene. This years symposium was held in Aarhus, Denmark on December 14, 200

    Wild rabbits in Living Lab Skagen

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    Understanding learning within a commercial video game: A case study

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    There has been an increasing interest in the debate on the value and relevance using video games for learning. Some of the interest stems from frustration with current educational methods. However, some of this interest also stems from the observations of large numbers of children that play video games. This paper finds that children can learn basic construction skills from playing a video game called World of Goo. The study also employed novel eye-tracking technology to measure endogenous eye blinks and eye gaze fixations. Measures of both these indicators of cognitive processing further suggested that children in the study learned to play the two video games, World of Goo and Bad Piggies. Overall, the results of the study provide further support of the potential for children to learn by playing commercial video games

    Proceedings of the Sixth Danish Human-Computer Interaction Research Symposium.

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    Proceedings of theSixth Danish Human-Computer Interaction Research Symposium.Aarhus, Denmark, November 15, 200
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