Research Methods – Measuring User Experience. What might we measure in relation to user...

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Research Methods – Measuring User Experience

What might we measure in relation to user

experience?

Measures of User Experience

• Experience of a specific emotion • Experience of a type of emotional response• Experience of a type of pleasure• Experience of “flow state”

Lazzaro: Four Keys to More Emotion without Story

• Hard Fun• Easy Fun• Serious Fun• People Fun

• Emotions: fear, surprise, disgust, naches/kvell, fiero, schadenfreude, wonder

Frome – Game Generated Emotion

• Game Emotions– Emotions of competition

• Narrative emotions– Emotions from engaging with artwork

• Artefact emotions– Emotions of aesthetic evaluation

• Ecological Emotions– Response to what the artwork represents

LeBlanc CrawfordSensation Fantasy/Exploration

Fantasy Fantasy/ExpNose Thumbing

Narrative Fantasy/Exp

Challenge Proving OneselfExercise

Fellowship Social Lubrication

Discovery Fantasy/Exp

Expression Need for Ack.

Submission Exercise

Player Pleasures

Csikszentmihalyi - Flow

08:43

Neilsen – Usability Attributes

• Learnability• Memorability• Efficiency• Errors and their severity• Subjective satisfaction

Juul & Norton

• Different from productivity-based software

• User challenge /difficulty is expected (sought out)

• Challenge can be in any aspect of the games, including the interface

Mandryke

Heuristic Evaluation

• Traditionally – examining compliance with recognised usability principles

Neilsen – Usability Heuristics

• Visibility of system status• Match between system and real world• User control and freedom• Consistency & standards• Error prevention• Error diagnosis and recovery• Recognition rather than recall• Flexibility & efficiency of use• Aesthetic and minimalist design • Help and documentation

Pinelle, Wong & Stach – Game Usability

1. Unpredictable / inconsistent response to user’s actions 2. Does not allow enough customization3. Artificial intelligence problems 4. Mismatch between camera/view and action 5. Does not let user skip non-playable content 6. Clumsy input scheme7. Difficult to control actions in the game 8. Does not provide enough information on game status9. Does not provide adequate training and help 10. Command sequences are too complex11. Visual representations are difficult to interpret12. Response to user’s action not timely enough

Desurvire, Caplan & Toth – Heuristic Evaluation for Playability

(HEP)• Gameplay• Game story• Game mechanics• Game usability

Physiological Data

• Galvanic skin response (GSR)• Respiration• Blood volume pulse (BVP)• Heart rate variation (HRV)• Electromyography (EMG)• Pupil dilation (PD)

• Arousal (GSR, Resp, BVP, HR)• Mental effort (HRV, PD, EMG)• Valance (EMG, HRV, PD)

Electrodermal Activity

• Galvanic skin response (GSR)• Measures variation in electrodermal activity

between tonic baseline and phasic responses• Uses eccrine sweat glands – palms of hands and

soles of feet

Cardiovascular

• Blood pressure – pressure needed to push blood through circulatory system

• Blood Volume – how much blood is being pushed around

• Heart rate – number of beats per minute• Heart rate variability – change in heart rate

Muscles

• Electromyography – measure of muscle activity– Brow– Jaw– Cheek

Arousal

• Increases in galvanic skin response• Increased respiration• Decreased blood volume pulse• Increased heart rate

Mental Effort

• Decreased heart rate variability• Greater pupil dilation• Increases in jaw clenching or brow-raising• Increased respiration rate• Decreased variability of respiration rate

Positive vs. Negative Emotions

• Valance of an emotion• Facial muscle analysis of brow and cheek• Heart rate,• Irregularity of respiration• Pupil diameter

Physiological Data - Advantages

• Continuously collected to evaluate process not just outcome

• Doesn’t interfere with experience• High bandwidth – lots of data• Can be used to infer underlying emotions

Physiological Data - Disadvantages

• High variability between individuals• Sensor error, interference and noise is prevealent• Requires baseline and normalization techniques• Can be invasive and impact performance

System Gathered Data

• Time on task• Number/type of errors• Choices made• Number of times help system used• Number of time area/page visited• Any user input

Research Case Study: Red-eye Removal

• Eastman Kodak – Removal of red-eye defect from images in direct print kiosks

Red-Eye: Pre-Artefact

• Research, evaluation/review of existing systems• Scoping parameters for system design - range of

size of pupils with red-eye defect

• Negotiated system requirements and specifications– Touch screen– Screen resolution– Amount of zoom

Red-Eye: Building Artefacts

• System captured data– Time on task – how long to adjust each of three– How many something was undone and what was undone

Red-Eye: User Testing

• 24 participants – Kodak factory workers variety of ages and gender

• Three versions of the system – all participants used all

• Variation in order that the versions were tested • Used talk aloud – video recorded sessions• Post test questionnaire – subjective/qualitative

Red-Eye: Data Analysis

• Time on task analysis • Error rates/types• Speak aloud comment classification• Which did users say they preferred/found easiest

• Correlation between:– Order used and user preference– Order used and time on task– Order used and speak aloud comment types

Sources

• http://www.nngroup.com/articles/ten-usability-heuristics/

• http://www.useit.com/papers/heuristic/heuristic_evaluation.html

• http://userbehavioristics.com/downloads/usingheuristics.pdf

• http://userbehavioristics.com/downloads/usingheuristics.pdf

• http://mi-lab.org/wp-content/blogs.dir/1/files/publications/uxInGames_Koeffel_et_al.pdf

• Crawford (1982) “Why do people play games?” in The Art of Computer Game Design. [online] Available at: http://www.scribd.com/doc/140200/Chris-Crawford-The-Art-of-Computer-Game-Design (Last Accessed 31 January 2013)

• Frome, J. (2007) "Eight Ways Videogames Generate Emotion" in Situated Play, Proceedings of DiGRA 2007 Conference. [Online] Available at http://www.digra.org/dl/db/07311.25139.pdf(Last Accessed 28/01/13)

• Lazzaro, N. (2004) Why we play videogames: Four keys to more emotion without story. XEODesign. [Online] Available at: http://xeodesign.com/xeodesign_whyweplaygames.pdf  (Last Accessed 7 Feb 2013)

• Pinelle, D., Wong, N., Stach, T. (2008) “Heuristic Evaluation for Games: Usability Principles for Video Game Design” in Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2008), 1453-1462. (http://hci.usask.ca/publications/2008/p1453-pinelle.pdf)

• Isbister, K. & Schaffer, N. eds. (2008) Game usability: advice from the experts for advancing the player experience. London: Morgan Kaufmann.

• http://www.jesperjuul.net/text/easydifficult/• http://armorgames.com/play/4309/this-is-the-

only-level

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