TL;DR: Introduces key concepts and positions in the book for primary audiences: game developers and students aspiring to work in game development, and addresses key concerns that developers may have about adopting usability techniques.
Abstract: I. What is usability and why should I care? A. Overview chapter Isbister and Schaffer (Editors) Introduces key concepts and positions book for primary audiences: game developers and students aspiring to work in game development. Addresses key concerns that developers may have about adopting usability, and sets a broad road map of what is to come in the book. B. Interview with Tobi Saulnier of 1st Playable A discussion with the CEO of a small game studio about why and how she uses usability techniques in her development. C. Interview with Don Norman of Nielsen Norman group A discussion with one of the preeiminent HCI practitioners of usability in design practice, about how game developers may benefit from usability techniques, and about trends in usability. II. Usability techniques 101 A. Use of Classic usability techniques at Microsoft Games Wixon (Microsoft) An overview of the tactics in use to improve games usability at one of the earliest adopters of usability techniques. B. Expert evaluation Laitinen (Adage, Helsinki) Overview of how to conduct expert evaluations and when they can be of value in game usability. C. Heuristic evaluation Schaffer (RPI) Overview of the use of heuristics in game evaluation. D. Selling usability in the organization Noergaard (Copenhagen U.) & Rau (IO Interactive) Overview of challenges and process for convincing your company to adopt usability practices. E. Think-aloud evaluation and other interview techniques Hounhoot (Philips Research) Interview techniques including think-aloud and retrospective think-aloud as they apply to game usability. F. Interview with Eric Schaffer, CEO and Founder of Human Factors International On the use of standards and their application to game usability and development. G. (seeking another interview with a game company person about bringing usability to their organization) III. Focus on types of players A. The four fun keys Lazarro (Xeo) Overview of the her taxonomy of fun that is a result of player observation, and how this applies to game usability. B. Game usability for children Lieberman (UC Santa Barbara) Overview of usability topics of special interest to developers of children's games. C. Interview with Tsurumi of Sony Japan about cultural issues in usability, by Kenji Ono D. (seeking another interview with one of Nicole's clients about use of fun keys?) IV. Focus on special contexts A. Mobile games usability Mayra (U. Tampere, Finland) B. Casual games usability Fortugno (Rebel Monkey, NYC) C. Alternate reality games usability Thompson (Georgia IT) D. RPG usability Tychsen (ITU) E. Educational games usability Hounhoot and Verhaegh (Philips) F. (still seeking someone to write about MMOs in particular) V. Advanced tactics A. Rigorous prototyping Swink (Flashbang Studios) The role of rapid, iterative prototyping in games usability. B. Instrumenting games Pagulayan (Microsoft) How this was done in Halo 3, and lessons/advice for others interested in this method. C. Social psychology and usability Isbister (ITU) Using social psychological research findings to benchmark designs in usability. D. Physiological approaches (1) Hazlett (Johns Hopkins) Use of small muscle movement in the face to detect emotion when playing games. E. Physiological approaches (2) Mandryk (U. Saskatchewan) Use of integrated suite of physiological measures to detect emotion when playing games. F. Interview with Jenova Chen about prototyping fl0w and contributions to its usability. G. Interview with Will Wright about rapid prototyping and usability in his design process. VI. Putting it all together A. At-a-glance matrix of issues and tools Isbister and Schaffer (Editors) To help guide readers with particular issues to particular chapters. B. Interview with Saito of Ritsumeikan of the role of game technologies in driving innovation in other product areas in Japan (by Kenji Ono)
TL;DR: In this paper, it was shown that a much larger number of participants is required to get results and that independent teams testing the same web-based product do not replicate results, while it is common practice that 80% of usability findings are discovered after five participants.
Abstract: Common practice holds that 80% of usability findings are discovered after five participants. Recent findings from web testing indicate that a much larger number of participants is required to get results and that independent teams testing the same web-based product do not replicate results. How many users are enough for web testing?
TL;DR: Usability studies of human-computer systems that have included eye tracking, e.g., [1] are beginning to show benefits of these techniques, however, important challenges remain.
Abstract: Usability testing methods have not changed significantly since the origins of the practice. Usability studies typically address human performance at a readily observable task-level, including measures like time to complete a task, percentage of participants succeeding, type and number of errors, and subjective ratings of ease of use [3]. Certain types of questions are difficult to answer efficiently with these techniques. Imagine, for example, that we observe users spending longer than expected looking at a particular dialog of a software application or web page without making the appropriate selection to complete the task. Participants often have difficulty reporting their behavior and the experimenter is clueless about what went wrong. Is it because the user is overlooking the control? Is the user distracted by another element in the interface -- perhaps an animated graphic? Is the user seeing the control, but failing to comprehend its meaning? Different answers to these questions would clearly lead to different recommendations. If overlooking the control is a problem, increasing its salience is appropriate. If confusion of the control's function is a problem, changing the graphic or text label may be appropriate. If distraction is a problem, decreasing the salience of other stimuli may help. Without answers to these questions, design recommendations have to be implemented by trial and error. Recording the fixation pattern of the participant's eyes can offer additional information to help answer these questions. While this concept is not new, it has been confined primarily to military aircraft cockpit issues [2,4]. Only recently has eye tracking technology advanced to make it practical in the broader usability community. Usability studies of human-computer systems that have included eye tracking, e.g., [1] are beginning to show benefits of these techniques. However, important challenges remain.
TL;DR: This chapter discusses several activities that one will need for preparation testing such as recruiting participants, assigning team roles and responsibilities, preparing or using other forms, creating questionnaires, using standard post-test questionnaire, creating or using qualitative feedback methods, and testing the test.
Abstract: Publisher Summary This chapter discusses several activities that one will need for preparation testing. There are a number of activities involved in preparation testing such as recruiting participants, assigning team roles and responsibilities, preparing or using other forms, creating questionnaires, using standard post-test questionnaires, creating or using qualitative feedback methods, and testing the test. Recruiting takes time and it can be done either by the developer himself or by the agency hired by him. A developer can assign different roles to the team members such as moderator or facilitator, note takers, observers, technicians, and help desk. Checklists are the “to-do” lists for each of the active members on the core team. They remind each person what his or her responsibilities are before, during, and after each test session. They will be used in the walk through, and then modified as needed for testing. A number of usability post-test questionnaires are widely used and readily available. Two of the most popular are system usability scale (SUS) and computer system usability questionnaire (CSUQ). In addition to using a post-test questionnaire, a qualitative feedback method can also be used to end a study session. The advantage to a qualitative feedback method is that it turns over control, partially or completely, to the participant, as opposed to a questionnaire.
TL;DR: The Geometry Explorer is presented, a VR system designed to facilitate geometry education by leveraging increased spatial understanding and modifications based on the usability issues discovered during RITE testing are presented.
Abstract: A key to learning high-level geometry concepts is an individual’s ability to understand spatial dimensions and to mentally transform 3D shapes. However, prior research indicates that many students do not have adequate spatial understanding skills. On the other hand, immersive virtual reality (VR) has been shown to afford greater spatial understanding. In this paper, we present the Geometry Explorer, a VR system designed to facilitate geometry education by leveraging increased spatial understanding. The system uses a Samsung Gear VR to allow users to view and manipulate the dimensions of 3D shapes. We have created a game based on the goal of manipulating shapes to reach target volumes. We informally evaluated our initial prototype using the Rapid Iterative Testing and Evaluation (RITE) approach. In this paper, we present our modifications based on the usability issues discovered during RITE testing. We conclude by discussing the future of the Geometry Explorer.