Luca Chittaro: Aspetti di Interazione con l‘Utente nei Serious Games

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Luca Chittaro
Professore Ordinario e direttore del Laboratorio di Interazione Uomo-Macchina dell'Universita' di Udine

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Luca Chittaro: Aspetti di Interazione con l‘Utente nei Serious Games

  1. 1. Aspetti di Interazione con l‘Utente   nei Serious Games (ABSTRACT della PRESENTAZIONE) prof. Luca Chittaro Laboratorio di Interazione Uomo-Macchina Dipartimento di Matematica e Informatica Università di Udine http://www.dimi.uniud.it/chittaro http://hcilab.uniud.it http://lucachittaro.nova100.ilsole24ore.com
  2. 2. Contenuti della presentazione• Serious Game: – Introduzione ai Serious Game – Principali Settori Applicativi – Casi di studio• Interazione Uomo-Macchina per i Serious Game: – Usability e User Experience dei Serious Game – User-centered Design per i Serious Game – Aspetti di persuasione nei Serious Game – Valutazione di Serious Game sugli utenti – Casi di Studio (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 2
  3. 3. Serious Games(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 3
  4. 4. Educational contexts• Formal education (from kindergarten to college)• Informal education (museums, cultural sites, aquariums and zoos,…)• Distance or electronic learning (both self-instruction and computer-mediated learning)• Vocational training (industry, medicine, military,…)• Special needs education (both physical and cognitive disabilities)Chittaro L., Ranon R., Web3D Technologies in Learning, Education and Training: Motivations, Issues,Opportunities, Computers & Education, 2007, Vol. 49, pp. 3-18 (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 4
  5. 5. Caso di studio: training degli infermieri 118 VIDEO Video(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 5
  6. 6. HCI Perspective on Serious Game Design• Know your users: - Who are they? What are their abilities? What are their preferences? - consider entry barriers (e.g. is a Facebook game a good idea if your users are not familiar with Facebook?) - remember that a game is not fun or engaging per se• Learn more about the psychology of games: - Just adding some badges and points or nice graphics to a human activity is not going to be enough• Follow a user-centered design process: - Storyboarding, rapid prototyping, pilot testing, quantitative and qualitative evaluation on players,… (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 6
  7. 7. The need for reliable theoretical  foundations  on…• Game and play… For example: - Caillois’ classification (Agon, Alea, Vertigo, Mimesis) - Csikszentmihalyi’s Flow theory• …Education… For example: - zone of proximal development - constructivism• …and beyond… - literary analysis, film studies, drama, storytelling,… (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 7
  8. 8. Evaluating the user experience with physiological sensors(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 8
  9. 9. User Studies at the HCI Lab• All traditional measurements (user’s performance and subjective questionnaires)• PLUS analysis of: – Skin conductance – Cardiac parameters – Respiratory parameters – Body temperature – EMG (electromyography – facial and body) – EEG (electroencephalography) – fMRI (functional magnetic resonance imaging) (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 9
  10. 10. Introducing automatic tools Tools for Serious games Tools for content and visual analytics ofinteraction design usage data (ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 10

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