1,025 research outputs found

    Understanding the fidelity effect when evaluating games with children

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    There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was captured to establish the usability problems, and two tools from the Fun Toolkit were used to measure user experience. The results showed that there was little difference for user experience between the three prototypes and very few usability problems were unique to a specific prototype. The contribution of this paper is that children using low-fidelity prototypes can effectively evaluate games of this genre and style

    Smart phone based virtual reality as tool for physical therapy

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    This thesis explores the advantages and challenges of using a phone-based virtual reality solution when creating a system intended for the therapy of patients with non-specific chronic neck pain. It also explores the suitability of popular design principles of the Human-Computer Interaction as specifically applied to the field of smartphone-based VR using a cardboard head mount display. Besides, it also explores what gamification techniques are suitable for VR assisted treatment. To answer these questions a high-fidelity prototype, the Virtual Neck Application (VNA), was produced over five iterations utilizing the user-centered design method and within the framework of the design science research methodology.Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF

    Understanding the Congruence Between Player and Character Beliefs in Digital Games

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    Game researchers and designers both know that a key element of making a game enjoyable is for the player to identify with the game's protagonist. A large majority of research focuses on studying how the physical appearance of the protagonist influences player identification. We propose that elements of the character's personality are equally, if not more, important when creating bonds between player and protagonist. When approaching protagonist design, there is a trade-off between character depth and identification. In order to have more engaging and deep protagonists, certain subsets of players will not identify with the protagonist due to conflicting beliefs and values. On the other hand, game designers can make characters shallow and generic to avoid isolating players, but this leads to a less interesting narrative experience. One solution to this problem is to tailor the beliefs and values exhibited by the protagonist to align with those of each individual player. In order to achieve this, however, the game needs to have a way of knowing the real-world beliefs of the player. This can be accomplished through validated questionnaires, but this is not ideal for players who are playing a game for enjoyment. In this work we address the problem that we don't have validated methods of measuring real-world beliefs of the player through game mechanics and make the following main contributions: 1. Understand how a congruence (and incongruence) of beliefs between the player and protagonist relates to identification and enjoyment 2. Create and test the effectiveness of using text-based narrative prototypes to evaluate narrative elements of games 3. Develop and evaluate a method of using a player's in-game dialogue choices to construct a behaviour model of the player 4. Demonstrate that in-game dialogue choices can be used to accurately measure the player's real-world belief

    Investigating User Experiences Through Animation-based Sketching

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    Interstice

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    When I was about three years old, I distinctly remember being too small to see what was on top of the table. A couple of years later, when I could see those objects, I thought the world around me had grown smaller. In a way, it did, as I experienced, lived, captured, remembered, and shared the space repeatedly. This sense of the world shrinking was exaggerated during the Covid-19 pandemic, allowing new behaviours and modes of interaction to emerge. Continually shaping our modern lives, virtual technologies redefine how we access and share information and stories or even explore new places. Thanks to the exponential increase in our computing powers, we live in hyper- connectivity, constantly in sync with our multiple screens, tabs, devices and profiles. Smartphones serve as two- way communication bringing the world in and letting the home out. As people increasingly rely on digital tools for work, communication, and leisure, the boundaries between physical and digital realms have become blurred. The overlap of our stories, information and spaces has subsequently led to challenges in managing the clutter and disorganization that can arise in physical and digital realms, affecting productivity, well-being, and overall user experience. In response, this thesis aims to create a hybrid space that carefully calibrates information and architecture to initiate interactivity within home settings. The thesis adopts a human-centred design approach, including user interviews and iterative prototyping, to understand how augmented reality (AR) augments reality. Research focuses on young adults, primarily students and working professionals who have access to smart devices where increasing demand for personalized experiences present an ideal environment for AR to grow and thrive. Overall, the research and prototypes are representative of AR as a tool for novelty in familiarity, offering new ways of enhancing interactions and immersive experiences within the home. I believe this synthesis of our physical and digital elements will lead to a de-cluttered and productive mode of engagement

    An Experiential comparative analysis of two remote usability testing methods

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    Remote usability testing is a key tool for usability professionals. Several remote methods exist and it is often difficult to choose the appropriate method. Testing lower-fidelity prototypes often present unique problems because they provide minimally aesthetic and minimally interactive partial representations of a final product. This qualitative and experiential pilot study is an attempt to compare a remote synchronous (RS) usability testing method where the moderator and participant are displaced by space, and a remote asynchronous (RA) usability testing method where the moderator and participant are displaced by both time and space. An important byproduct of the comparison is the creation of a low-cost, online asynchronous testing mechanism. The results show that the usability issues and participant experience vary between remote synchronous and asynchronous usability testing. While the remote asynchronous method does not require a test moderator and participants find it more convenient to complete the test whenever he or she chooses, participants may require clarification on tasks and usability issues discovered during the test. Participants are also critical of the remote asynchronous method and sometimes find it difficult to complete an entire session on his or her own time without anyone to guide them. Further research is needed to validate the results using a more controlled methodology

    Animated skeuomorphic services for the web

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    In Ontario, many individuals who speak and read languages other than English or French use government services. This major research project explores how to make services more accessible for populations who speak and read English as a second language. Following an analysis of services currently available, participatory design methods with Chinese speakers who do not read or speak English showed how written language can be augmented or replaced with animations, sound, and representations of physical objects (such as automobiles, forms, drivers licenses, and license plates) to deliver services to audiences from diverse linguistic backgrounds. Initial prototyping suggests that ‘realistic’ or ‘visual’ representations can effectively augment or replace written language when the aim is to convey something that is concrete, such as an automobile or license plate. When the aim is to convey something that is slightly less concrete, such a car or home, outline drawings can be effective. However, certain aspects of government services, such as legal disclaimers or privacy information, are more difficult to convey without written language, suggesting that writing can be minimized, but not eliminated completely

    Applying User-Centered Design in the Development of a Software Application For the Treatment of a Mental Health Disorder

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    The research that follows will provide a process for applying a user-centered design methodology to the development of a virtual environment software application for the treatment of a mental health disorder, specifically post traumatic stress disorder (PTSD). The goal is to create a screen-based virtual environment product that focuses on the end user rather than the technological aspects of the system. Moreover, past and present treatments in the mental health and healthcare fields and their effectiveness will be analyzed through an extensive literature review
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