Event Title:  “Play: The workshop” Date:  12th of September 2008 Speaker:  Richard Griffiths Company:  University of Brigh...
Event Description Methods for evaluating experience within the video games industry are growing and changing at a rapid pa...
Usability & Games Richard N Griffiths University of Brighton, School of Computing, Mathematical & Information Sciences [em...
Outline <ul><li>Examine the notion of ‘usability’ </li></ul><ul><li>Point out some issues as it relates to games – includi...
Usability <ul><li>BS EN ISO 9241:1998 </li></ul><ul><li>Ergonomic requirements for office work with visual display termina...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve specified goals ...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve specified goals ...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve specified goals ...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve specified goals ...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve specified goals ...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by  specified users  to achieve specified goal...
Usability <ul><li>11:3.1  Usability:  Extent to which a product can be used by specified users to achieve  specified goals...
Games vs. ‘Productivity’ Software <ul><li>Physical characteristics of the interaction </li></ul><ul><li>Often image (rathe...
Where is the ‘bottom line’? <ul><li>Increase take-up of the title by casual users </li></ul><ul><li>Improve ratings by rev...
A Restricted Interpretation of Usability <ul><li>Usability is conceptually distinct from </li></ul><ul><ul><li>Playability...
A Restricted Interpretation of Usability <ul><li>In-principle usability </li></ul><ul><li>Effectiveness </li></ul><ul><ul>...
Practicalities of Observational Evaluation <ul><li>Need a usability lab appropriately configured </li></ul><ul><ul><li>Dom...
<ul><li>Questions? </li></ul><ul><li>Comments? </li></ul><ul><li>Richard N Griffiths  [email_address] </li></ul>
Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8...
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Usability & Games, Richard Griffiths

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Transcript of "Usability & Games, Richard Griffiths"

  1. 1. Event Title: “Play: The workshop” Date: 12th of September 2008 Speaker: Richard Griffiths Company: University of Brighton Topic: “Usability and Games” www.use8.net www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  2. 2. Event Description Methods for evaluating experience within the video games industry are growing and changing at a rapid pace. The South East Gaming Symposium is an innovative workshop that brings together industry professionals and academics to understand the mutual challenges that they face within the field. The workshop format creates the perfect environment to generate a shared understanding; leveraging both academic and industry participation as knowledge co-creators in the development of robust and reliable methods for evaluating experience. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  3. 3. Usability & Games Richard N Griffiths University of Brighton, School of Computing, Mathematical & Information Sciences [email_address]
  4. 4. Outline <ul><li>Examine the notion of ‘usability’ </li></ul><ul><li>Point out some issues as it relates to games – including economic ones </li></ul><ul><li>Argue for a restricted interpretation of it </li></ul><ul><li>Look at the practicalities of evaluating it through observation </li></ul><ul><li>Not necessarily in that order… </li></ul>
  5. 5. Usability <ul><li>BS EN ISO 9241:1998 </li></ul><ul><li>Ergonomic requirements for office work with visual display terminals (VDTs) </li></ul><ul><li>Parts 1 – 17 </li></ul><ul><li>Part 11: Guidance on usability </li></ul>
  6. 6. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. </li></ul>
  7. 7. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness , efficiency and satisfaction in a specified context of use. </li></ul><ul><li>11:3.2 Effectiveness: Accuracy and completeness with which users achieve specified goals. </li></ul>
  8. 8. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. </li></ul><ul><li>11:3.3 Efficiency: resources expended in relation to the accuracy and completeness with which users achieve goals. </li></ul>
  9. 9. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. </li></ul><ul><li>11:3.4 Satisfaction: freedom from discomfort, and positive attitude towards the use of the product. </li></ul>
  10. 10. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use . </li></ul><ul><li>11:3.5 Context of use: users, tasks, equipment (hardware, software and materials), and the physical and social environment in which the product is used. </li></ul>
  11. 11. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. </li></ul><ul><li>Specified users </li></ul><ul><ul><li>Casual vs. Committed </li></ul></ul><ul><ul><li>Tyro vs. Expert </li></ul></ul>
  12. 12. Usability <ul><li>11:3.1 Usability: Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. </li></ul><ul><li>Specified goals </li></ul><ul><ul><li>Fun vs. complete the game (level, quest, etc.) </li></ul></ul>
  13. 13. Games vs. ‘Productivity’ Software <ul><li>Physical characteristics of the interaction </li></ul><ul><li>Often image (rather than text) oriented </li></ul><ul><li>‘ Real-time’ environment </li></ul><ul><li>Multiple information channels utilised </li></ul><ul><li>Optional status of use </li></ul><ul><ul><li>Recreation vs. work </li></ul></ul><ul><li>May involve social interaction </li></ul><ul><ul><li>Audience </li></ul></ul><ul><ul><li>Collaborators </li></ul></ul><ul><ul><li>Opponents </li></ul></ul><ul><li>May have personal economic implications </li></ul><ul><li>No ‘formal’ standardisation between titles </li></ul><ul><li>Designed to produce affect rather than information </li></ul>
  14. 14. Where is the ‘bottom line’? <ul><li>Increase take-up of the title by casual users </li></ul><ul><li>Improve ratings by reviewers (and players) </li></ul><ul><li>Reduce support overhead (online games) </li></ul><ul><li>Improved brand quality perception </li></ul><ul><li>Etc? </li></ul>
  15. 15. A Restricted Interpretation of Usability <ul><li>Usability is conceptually distinct from </li></ul><ul><ul><li>Playability </li></ul></ul><ul><ul><li>Approachability </li></ul></ul><ul><ul><li>???ability </li></ul></ul><ul><li>but will be a significant contributor to them. </li></ul><ul><li>To make this distinction clear: </li></ul><ul><ul><li>In-principle usability </li></ul></ul>
  16. 16. A Restricted Interpretation of Usability <ul><li>In-principle usability </li></ul><ul><li>Effectiveness </li></ul><ul><ul><li>Accuracy and completeness </li></ul></ul><ul><ul><ul><li>Depending on genre – set at an appropriate level </li></ul></ul></ul><ul><li>Efficiency </li></ul><ul><ul><li>resources expended (usually time) </li></ul></ul><ul><ul><ul><li>Congruent with the ‘pace’ of the game </li></ul></ul></ul><ul><li>Satisfaction </li></ul><ul><ul><li>freedom from discomfort </li></ul></ul><ul><ul><ul><li>Product liability issues? </li></ul></ul></ul><ul><ul><li>positive attitude towards the use of the product. </li></ul></ul><ul><ul><ul><li>scaled back to: lack of frustration in immediate goal achievement </li></ul></ul></ul>
  17. 17. Practicalities of Observational Evaluation <ul><li>Need a usability lab appropriately configured </li></ul><ul><ul><li>Domestic ambience, TV, settee, etc. </li></ul></ul><ul><ul><li>Close-up video of mote </li></ul></ul><ul><ul><ul><li>More complicated if multiple players involved </li></ul></ul></ul><ul><ul><li>Two available for hire at Brighton Uni.  </li></ul></ul><ul><li>Specialised version of test game required </li></ul><ul><ul><li>If ‘pure’ usability being evaluated </li></ul></ul><ul><ul><ul><li>Particular sequences in the game may be set up </li></ul></ul></ul><ul><ul><ul><li>Issues of ‘training’ subjects must be addressed </li></ul></ul></ul>
  18. 18. <ul><li>Questions? </li></ul><ul><li>Comments? </li></ul><ul><li>Richard N Griffiths [email_address] </li></ul>
  19. 19. Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..

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