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Workshop by Rina R. Wehbe
§ Creating a dialogue between humans and computers
§ Easier exchange of information
§ Optimizing interactions and tasks
§ Illustrating the importance and current limitations of the study of Human
Computer Interaction (HCI)
2
§ Design of everyday things
§ Task-oriented Productivity
§ Expert Use Software
§ Design of Interaction Techniques
§ Entertainment Software
§ Games User Research (GUR)
3
4
Planning
Data
Collection
Prototype
Testing &
Feedback
Requirements
5
§ Quantitative Measures
§ Metrics
§ Measurements
§ Formulas
§ Physiological Measures
§ EEG
§ Heart Rate
§ Skin Conductance
§ Qualitative Methodology
§ Interview
§ Focus Groups
§ Think aloud
§ AND MORE.
6
§ Selective attention in video game players (Bavelier, 2012)
§ Learning and video games (Bavelier, 2012)
§ Inter-hemispheric Alpha Asymmetry and User experience (Salminen, 2009)
7
§ Characterizing and measuring user experience (Ijsselsteijn, 2007)
§ SCI model of Immersion (Ermi, 2005)
§ Sensory
§ challenged based
§ Imaginative
8
9
§ Real-time data
§ Differential analyses provides us with a interpretation of the same data
§ Combine with other measures for more complete picture
10
§ Physiological measures allow us to understand the user by investigating the
fundamental physiological reactions
§ Methodologies include:
§ Electroencephalography (EEG)
§ Cardiovascular Measures
§ Skin Conductance
§ Eye Tracking
§ Respiratory Measures
§ Muscle Activation
11
§ EEG is collected using sensors that sit on scalp
of the participant. As neurons fire the
electrical impulses generated are recorded.
§ Data can yield information about:
§ Cognition (e.g. Cognitive Load, Errors)
§ Information Processing (e.g. Visual, Auditory)
§ Emotions (e.g. Excitement, boredom, frustration)
12
http://www.esa.int/gsp/ACT/images/bio/sleep.jpg
13
14
15
16
§ Measures of the heart activity
§ Average Heart Rate
§ Heart Rate Variability (HRV)
§ Indicator of Stress, Excitement,
§ Physical exertion
17
http://m.eet.com/media/1115118/c0726-figure1.gif
§ Also commonly referred to as a measure
of Galvanic Skin Response (GSR) or
Electrodermal Activity (EDA).
§ Measures the conductance of the skin which varies
in proportion to the amount sweat due to the
body’s natural sympathetic response.
§ Measures psychological Arousal (Stress, excitement).
18
http://www.hyperbody.nl/fileadmin/images/imi_51.jpg
§ Measures what eyes look at
§ Saccades (fast movement)
§ Gaze path
§ Fixations (dwell times)
§ Attention focus
§ Pupil dilation/blink rate
§ Attention precedes gaze (200ms)
§ Used mainly to improve interface
§ Lack of 3D analysis tools
19
20
21
22
ÌEasy to use
ÌObjective
ÌCovert
ÌContinuous
ÌQuantifiable
ÌReplicable
ÌEmpirical power
VCan be expensive
VLack of good tools
VTime-consuming
§ PROS § CONS
23
24
25
26
Cat Purrs Pet
27
Cat
Purrs
Pet
Cat
Bites
28
Feedback Corrective
Action
Learning
29
30
FFT
Alpha
System in
Control
User in
Control
31
Fairclough (2009) Csikszentmihalyi (1990)
32
Pope (1994)
Implicit and Explicit System Interventions
33
§ Creating technology that adapt to the users current state
§ Offer Assistance
§ Change the level of challenge
§ Incorporate an emotional display
§ Dynamic Difficulty Adjustment in games
§ Flight and Driving Automation
§ Health and Exergaming
34
§ Using EEG to feedback into the system
§ Monitors operator engagement
§ To prefect the approach they also test out engagement during videogame
play
§ Pope, A.T., Bogart, E.H., Bartolome, D.S., 1995. Biocybernetic system
evaluates indices of operator engagement in automated task. Biological
Psychology 40, 187–195.
35
36
§ Relationship between the measures and response dictate how we can
design a system
§ Four possible relationships:
§ One-to-one
§ Many-to-one
§ One-to-Many
§ Many-to-Many
37
§ Designing valid systems and experiments
§ Selecting stimuli carefully
§ Previous literature
§ Validation of responses
§ Mixed Measures approaches
§ Qualitative Measures
§ Multiple indicators
§ Ecological Validity
§ “In-the-Wild” testing
38
39
§ Privacy
§ Constant Monitoring Situation
§ Who has access to the information?
§ Anatomy of the User
§ Control of the system
§ When should the system intervene?
§ Consequences of the System’s Actions
40
Combination Techniques
41
§ Tradition of expert reviews and heuristics in the ‘traditional’ usability &
software engineering
§ Games demand specifically designed heuristics
§ Easy implementation in the game design and development process
42
Playability
Evaluations
Player Experience Evaluations
Game Development Project
Concept
Design
Implementation
Alpha
Release Beta Release
Release
43
PROS
§ Cost-efficient
§ Time-efficient
§ Can be implemented at any stage
of a project
§ identify majority of existing bugs
§ Several sets of heuristics
CONS
§ Diversification of
§ Game genres
§ Input devices
§ Goals Challenges Heuristics
§ Lack of game usability &
playability experts in the game
industry
44
§ “Typical” playtest
§ Watch people play the game or use the
system
§ Observe their behavior
§ Simulate at-home experience
§ Goals:
§ Understand workflow of the user
§ Errors & Misunderstandings
45
PROS
§ + Get a feel for player interaction
with game
§ + Importance of what people do—
not what they say
CONS
§ – Presence of observers can bias
results
§ – Salient event can slant
interpretation
§ – Behavior requires interpretation
46
47
§ Think-aloud protocol:
§ People describe their actions as they play
§ Unprompted and uncorrected
§ In conjunction with direct observation
48
PROS
§ + Enables real-time glimpse into
player thoughts, feelings, and
motivations
§ + Bring up unnoticed details
§ + Effective for ‘why’ questions
CONS
§ – Interferes with gameplay
§ – Creates an artificial experience
§ – Inaccurate and biased
49
§ Set of standardized questions
§ Forced choice responses
§ Quantify feedback/opinions
§ Player categorization
50
51
PROS
§ + Less biased responses
§ + Response validation
§ + Forced choice helpful for
revealing preference
§ + Time-based comparisons
CONS
§ – Eliminate nuance
§ – Difficulty in converting ratings to
meaningful decisions
§ – Limited solution space
52
§ Data about behavior of players
§ In game environments
§ Anything a game engine can log
§ Examples
§ Player movement
§ Firing weapons
§ Interacting with NPCs
§ Interface interaction
53
54
55
Questions? Comments? Thoughts? Feelings?
§ This slide set included points, slides, and references from both Lennart E.Nacke and Pejman Mirza-Babaei
§ Csikszentlmihalyi, M. (1990). The Psychology of Optimal Experience. New York: Harper and Row.
§ Fairclough, S. H. (2009). Fundamentals of physiological computing. Interacting with Computers, 21(1-2), 133–145.
http://doi.org/10.1016/j.intcom.2008.10.011
§ Fairclough, S. H., Karran, A. J., & Gilleade, K. (2015, April). Classification accuracy from the perspective of the user: Real-time
interaction with physiological computing. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing
Systems (pp. 3029-3038). ACM.
§ Frey, J., Daniel, M., Castet, J., Hachet, M., & Lotte, F. (2016). Framework for Electroencephalography-based Evaluation of User
Experience. arXiv preprint arXiv:1601.02768.
§ Pope, A.T., Bogart, E.H., Bartolome, D.S., 1995. Biocybernetic system evaluates indices of operator engagement in automated
task. Biological Psychology 40, 187–195.
§ Pulsipher, L. (n.d.). Why we play. Retrieved March 10, 2016, from http://gamecareerguide.com/features/625/why_we_.php
§ Yuksel, B. F., Oleson, K. B., Harrison, L., Peck, E. M., Afergan, D., Chang, R., & Jacob, R. J. (2016). Learn Piano with BACh: An
Adaptive Learning Interface that Adjusts Task Difficulty based on Brain State. In Proceedings of the SIGCHI conference on Human
Factors in Computing Systems (2016),InPress. DOI: http://dx. doi. org/10.1145/2858036 (Vol. 2858388).
§ Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. Affective Computing, IEEE Transactions
on, 2(3), 147-161.
57
§ Frey, J., Daniel, M., Castet, J., Hachet, M., & Lotte, F. (2016). Framework for Electroencephalography-based Evaluation of User
Experience. arXiv preprint arXiv:1601.02768.
§ Yuksel, B. F., Oleson, K. B., Harrison, L., Peck, E. M., Afergan, D., Chang, R., & Jacob, R. J. (2016). Learn Piano with BACh: An
Adaptive Learning Interface that Adjusts Task Difficulty based on Brain State. In Proceedings of the SIGCHI conference on Human
Factors in Computing Systems (2016),InPress. DOI: http://dx. doi. org/10.1145/2858036 (Vol. 2858388).
§ Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. Affective Computing, IEEE
Transactions on, 2(3), 147-161.
§ Stellmach, S. (2009). Visual Analysis of Eye Gaze Data in Virtual Environments. Master’s Thesis. University of Magdeburg.
§ Drachen, A., Canossa, A., & Yannakakis, G. N. (2009). Player Modeling using Self-Organization in Tomb Raider: Underworld.
Proc. IEEE CIG2009, Milano, Italy.
58

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Data collection workshop

  • 1. Workshop by Rina R. Wehbe
  • 2. § Creating a dialogue between humans and computers § Easier exchange of information § Optimizing interactions and tasks § Illustrating the importance and current limitations of the study of Human Computer Interaction (HCI) 2
  • 3. § Design of everyday things § Task-oriented Productivity § Expert Use Software § Design of Interaction Techniques § Entertainment Software § Games User Research (GUR) 3
  • 5. 5
  • 6. § Quantitative Measures § Metrics § Measurements § Formulas § Physiological Measures § EEG § Heart Rate § Skin Conductance § Qualitative Methodology § Interview § Focus Groups § Think aloud § AND MORE. 6
  • 7. § Selective attention in video game players (Bavelier, 2012) § Learning and video games (Bavelier, 2012) § Inter-hemispheric Alpha Asymmetry and User experience (Salminen, 2009) 7
  • 8. § Characterizing and measuring user experience (Ijsselsteijn, 2007) § SCI model of Immersion (Ermi, 2005) § Sensory § challenged based § Imaginative 8
  • 9. 9
  • 10. § Real-time data § Differential analyses provides us with a interpretation of the same data § Combine with other measures for more complete picture 10
  • 11. § Physiological measures allow us to understand the user by investigating the fundamental physiological reactions § Methodologies include: § Electroencephalography (EEG) § Cardiovascular Measures § Skin Conductance § Eye Tracking § Respiratory Measures § Muscle Activation 11
  • 12. § EEG is collected using sensors that sit on scalp of the participant. As neurons fire the electrical impulses generated are recorded. § Data can yield information about: § Cognition (e.g. Cognitive Load, Errors) § Information Processing (e.g. Visual, Auditory) § Emotions (e.g. Excitement, boredom, frustration) 12 http://www.esa.int/gsp/ACT/images/bio/sleep.jpg
  • 13. 13
  • 14. 14
  • 15. 15
  • 16. 16
  • 17. § Measures of the heart activity § Average Heart Rate § Heart Rate Variability (HRV) § Indicator of Stress, Excitement, § Physical exertion 17 http://m.eet.com/media/1115118/c0726-figure1.gif
  • 18. § Also commonly referred to as a measure of Galvanic Skin Response (GSR) or Electrodermal Activity (EDA). § Measures the conductance of the skin which varies in proportion to the amount sweat due to the body’s natural sympathetic response. § Measures psychological Arousal (Stress, excitement). 18 http://www.hyperbody.nl/fileadmin/images/imi_51.jpg
  • 19. § Measures what eyes look at § Saccades (fast movement) § Gaze path § Fixations (dwell times) § Attention focus § Pupil dilation/blink rate § Attention precedes gaze (200ms) § Used mainly to improve interface § Lack of 3D analysis tools 19
  • 20. 20
  • 21. 21
  • 22. 22
  • 23. ÌEasy to use ÌObjective ÌCovert ÌContinuous ÌQuantifiable ÌReplicable ÌEmpirical power VCan be expensive VLack of good tools VTime-consuming § PROS § CONS 23
  • 24. 24
  • 25. 25
  • 29. 29
  • 33. Implicit and Explicit System Interventions 33
  • 34. § Creating technology that adapt to the users current state § Offer Assistance § Change the level of challenge § Incorporate an emotional display § Dynamic Difficulty Adjustment in games § Flight and Driving Automation § Health and Exergaming 34
  • 35. § Using EEG to feedback into the system § Monitors operator engagement § To prefect the approach they also test out engagement during videogame play § Pope, A.T., Bogart, E.H., Bartolome, D.S., 1995. Biocybernetic system evaluates indices of operator engagement in automated task. Biological Psychology 40, 187–195. 35
  • 36. 36
  • 37. § Relationship between the measures and response dictate how we can design a system § Four possible relationships: § One-to-one § Many-to-one § One-to-Many § Many-to-Many 37
  • 38. § Designing valid systems and experiments § Selecting stimuli carefully § Previous literature § Validation of responses § Mixed Measures approaches § Qualitative Measures § Multiple indicators § Ecological Validity § “In-the-Wild” testing 38
  • 39. 39
  • 40. § Privacy § Constant Monitoring Situation § Who has access to the information? § Anatomy of the User § Control of the system § When should the system intervene? § Consequences of the System’s Actions 40
  • 42. § Tradition of expert reviews and heuristics in the ‘traditional’ usability & software engineering § Games demand specifically designed heuristics § Easy implementation in the game design and development process 42
  • 43. Playability Evaluations Player Experience Evaluations Game Development Project Concept Design Implementation Alpha Release Beta Release Release 43
  • 44. PROS § Cost-efficient § Time-efficient § Can be implemented at any stage of a project § identify majority of existing bugs § Several sets of heuristics CONS § Diversification of § Game genres § Input devices § Goals Challenges Heuristics § Lack of game usability & playability experts in the game industry 44
  • 45. § “Typical” playtest § Watch people play the game or use the system § Observe their behavior § Simulate at-home experience § Goals: § Understand workflow of the user § Errors & Misunderstandings 45
  • 46. PROS § + Get a feel for player interaction with game § + Importance of what people do— not what they say CONS § – Presence of observers can bias results § – Salient event can slant interpretation § – Behavior requires interpretation 46
  • 47. 47
  • 48. § Think-aloud protocol: § People describe their actions as they play § Unprompted and uncorrected § In conjunction with direct observation 48
  • 49. PROS § + Enables real-time glimpse into player thoughts, feelings, and motivations § + Bring up unnoticed details § + Effective for ‘why’ questions CONS § – Interferes with gameplay § – Creates an artificial experience § – Inaccurate and biased 49
  • 50. § Set of standardized questions § Forced choice responses § Quantify feedback/opinions § Player categorization 50
  • 51. 51
  • 52. PROS § + Less biased responses § + Response validation § + Forced choice helpful for revealing preference § + Time-based comparisons CONS § – Eliminate nuance § – Difficulty in converting ratings to meaningful decisions § – Limited solution space 52
  • 53. § Data about behavior of players § In game environments § Anything a game engine can log § Examples § Player movement § Firing weapons § Interacting with NPCs § Interface interaction 53
  • 54. 54
  • 55. 55
  • 57. § This slide set included points, slides, and references from both Lennart E.Nacke and Pejman Mirza-Babaei § Csikszentlmihalyi, M. (1990). The Psychology of Optimal Experience. New York: Harper and Row. § Fairclough, S. H. (2009). Fundamentals of physiological computing. Interacting with Computers, 21(1-2), 133–145. http://doi.org/10.1016/j.intcom.2008.10.011 § Fairclough, S. H., Karran, A. J., & Gilleade, K. (2015, April). Classification accuracy from the perspective of the user: Real-time interaction with physiological computing. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 3029-3038). ACM. § Frey, J., Daniel, M., Castet, J., Hachet, M., & Lotte, F. (2016). Framework for Electroencephalography-based Evaluation of User Experience. arXiv preprint arXiv:1601.02768. § Pope, A.T., Bogart, E.H., Bartolome, D.S., 1995. Biocybernetic system evaluates indices of operator engagement in automated task. Biological Psychology 40, 187–195. § Pulsipher, L. (n.d.). Why we play. Retrieved March 10, 2016, from http://gamecareerguide.com/features/625/why_we_.php § Yuksel, B. F., Oleson, K. B., Harrison, L., Peck, E. M., Afergan, D., Chang, R., & Jacob, R. J. (2016). Learn Piano with BACh: An Adaptive Learning Interface that Adjusts Task Difficulty based on Brain State. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (2016),InPress. DOI: http://dx. doi. org/10.1145/2858036 (Vol. 2858388). § Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. Affective Computing, IEEE Transactions on, 2(3), 147-161. 57
  • 58. § Frey, J., Daniel, M., Castet, J., Hachet, M., & Lotte, F. (2016). Framework for Electroencephalography-based Evaluation of User Experience. arXiv preprint arXiv:1601.02768. § Yuksel, B. F., Oleson, K. B., Harrison, L., Peck, E. M., Afergan, D., Chang, R., & Jacob, R. J. (2016). Learn Piano with BACh: An Adaptive Learning Interface that Adjusts Task Difficulty based on Brain State. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (2016),InPress. DOI: http://dx. doi. org/10.1145/2858036 (Vol. 2858388). § Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. Affective Computing, IEEE Transactions on, 2(3), 147-161. § Stellmach, S. (2009). Visual Analysis of Eye Gaze Data in Virtual Environments. Master’s Thesis. University of Magdeburg. § Drachen, A., Canossa, A., & Yannakakis, G. N. (2009). Player Modeling using Self-Organization in Tomb Raider: Underworld. Proc. IEEE CIG2009, Milano, Italy. 58