This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
User Experience 8: Business, Ethics and MoreMarc Miquel
This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
Dynamic Personalization of Gameful Interactive SystemsGustavo Tondello
These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with ...Irene Celino
presentation of my paper at EKAW 2018 in Nancy - How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper, we present a detailed investigation of multiple factors affecting the evaluation of a GWAP and we show how they impact on the achieved results. We inform our study with the experimental assessment of a GWAP designed to solve a multinomial classification task.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Free Hugs — Praising developers for their actions [ICSE2015]Roberto Minelli
My slides for the presentation of our vision at ICSE 2015 (International Conference on Software Engineering).
Abstract–Developing software is a complex, intrinsically intellectual, and therefore ephemeral activity, also due to the intangible nature of the end product, the source code. There is a thin red line between a productive development session, where a developer actually does something useful and productive, and a session where the developer essentially produces “fried air”, pieces of code whose quality and usefulness are doubtful at best. We believe that well-thought mechanisms of gamification built on fine-grained interaction information mined from the IDE can crystallize and reward good coding behavior.
We present our preliminary experience with the design and implementation of a micro-gamification layer built into an object-oriented IDE, which at the end of each development session not only helps the developer to understand what he actually produced, but also praises him in case the development session was productive. Building on this, we envision an environment where the IDE reflects on the deeds of the developers and by providing a historical view also helps to track and reward long-term growth in terms of development skills, not dissimilar from the mechanics of role-playing games.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
User Experience 8: Business, Ethics and MoreMarc Miquel
This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
Dynamic Personalization of Gameful Interactive SystemsGustavo Tondello
These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with ...Irene Celino
presentation of my paper at EKAW 2018 in Nancy - How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper, we present a detailed investigation of multiple factors affecting the evaluation of a GWAP and we show how they impact on the achieved results. We inform our study with the experimental assessment of a GWAP designed to solve a multinomial classification task.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Free Hugs — Praising developers for their actions [ICSE2015]Roberto Minelli
My slides for the presentation of our vision at ICSE 2015 (International Conference on Software Engineering).
Abstract–Developing software is a complex, intrinsically intellectual, and therefore ephemeral activity, also due to the intangible nature of the end product, the source code. There is a thin red line between a productive development session, where a developer actually does something useful and productive, and a session where the developer essentially produces “fried air”, pieces of code whose quality and usefulness are doubtful at best. We believe that well-thought mechanisms of gamification built on fine-grained interaction information mined from the IDE can crystallize and reward good coding behavior.
We present our preliminary experience with the design and implementation of a micro-gamification layer built into an object-oriented IDE, which at the end of each development session not only helps the developer to understand what he actually produced, but also praises him in case the development session was productive. Building on this, we envision an environment where the IDE reflects on the deeds of the developers and by providing a historical view also helps to track and reward long-term growth in terms of development skills, not dissimilar from the mechanics of role-playing games.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
Gaming learning analytics and how this learning analytics applied to games can help to improve the use in different learning scenarios
We also present how H2020 european projects RAGE and BEACONING are creating infrastructure and technology to improving and simplify how gaming analytics is applied to serious games
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
5. Special Event
February 12
"Studies in Gameful Interaction Design
& Games User Research"
Dr Lennart Nacke, Director of the HCI Games Group
| Associate professor for human-computer interaction
5
6. Merci / Thank You
6
@jdalabsmtl
Data Science | Design | Technology
(Check for next DSDT meetup at https://www.meetup.com/DSDTMTL)
7. STUDIES IN GAMEFUL
INTERACTION DESIGN AND
GAMES USER RESEARCH
DR. LENNART NACKE, ASSOCIATE PROFESSOR
HCI GAMES GROUP, GAMES INSTITUTE, UNIVERSITY OF WATERLOO
ASSOCIATE DIRECTOR, GRADUATE STUDIES, STRATFORD CAMPUS
8. WIN THIS BOOK TONIGHT
• Tweet a picture and/or your favourite
quote from this talk @gamesurbook
using the #gurbook hashtag.
• Draw a number and show your tweet
at the end of this talk.
9. WHO AM I?
• Associate Professor, Games User Research and Gamification
• Associate Director, Graduate Studies in Digital Experience
Innovation at University of Waterloo’s Stratford Campus
• Ph.D. in Game Development, Keyword: Fun
• Director of the HCI Games Group at the University of
Waterloo
• Contact: @acagamic on Twitter or Lennart Nacke on LinkedIn
10.
11.
12. TODAY’S AGENDA
1. Why UX matters
2. Game UX – A Model of Play Experience
3. Gameful Interaction Design
• Examples and Studies
4. Games User Research
• Examples and Studies
5. Closing Thoughts
6. Questions
17. GAME UX PLAYER EXPERIENCE
• Context
• time-based
• location-based
• social
• cultural
• Players
• internal influences
• user types and characteristics
• Game System
• technology issues
• game system issues
Engl,S.,&Nacke,L.E.(2013).Contextualinfluencesonmobileplayerexperience–Agame
userexperiencemodel.EntertainmentComputing,4(1),83-91.
20. Need Definition Example
Competence
Ability to function effectively in
the environment
Feedback that allows you to see
your learning progress in a game
Autonomy
Independence and ability to alter
the environment
Ability to influence and set your
own goals and tasks
Relatedness
The feeling of being connected to
others in the environment
The option to gather and mingle
with other players in the game
SELF-DETERMINATION THEORY
Ryan and Deci (2000) distinguish between extrinsic and intrinsic motivation, where the latter is “the inherent
tendency to seek out novelty and challenges, to extend and exercise one’s capacities, to explore, and to
learn.”
21. USER TYPE HEXAD MODEL
15
Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. Gamified UK.
Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types
Hexad Scale. In Proceedings of CHI PLAY ’16, 229–243.
22. GAMEFUL DESIGN ELEMENTS
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of CHI PLAY ’17, 129–142.
Andrzej Marczewski , https://www.gamified.uk/user-types/gamification-mechanics-elements/
23. GAMEFUL DESIGN ELEMENTS
Individual
Motivations
Immersion
Progression
External Motivations
Risk/Reward
Customization
Incentive
Social
Motivations
Socialization
Assistance
Altruism
Results of Principal Components Analysis (N=196)
Icons are CC-BY 3.0 by Game-icons.net
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of CHI PLAY ’17, 129–142.
24. CALIBRATION GAMES
• Games can help overcome monotony
in mundane tasks
• More engaging calibration is crucial
while keeping the calibration data
accurate
• Three games to demonstrate
enjoyable calibration
David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, and Regan L. Mandryk. 2011. Calibration games: making
calibration tasks enjoyable by adding motivating game elements. In Proceedings of the 24th annual ACM symposium on
User interface software and technology (UIST '11). ACM, New York, NY, USA, 403-412. DOI=10.1145/2047196.2047248
Design breakdown:
1. Challenge
2. Theme
3. Reward
4. Progress
26. HEURISTIC EVALUATION
FOR GAMEFUL DESIGN
Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim
Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for
Gameful Design. Proceedings of the 2016 Annual Symposium on
Computer-Human Interaction in Play Extended Abstracts - CHI PLAY
EA ’16, ACM. http://doi.org/10.1145/2968120.2987729
Heuristics
General design principle or guidelines
Heuristic Evaluation
Use of said principles to identify
design problems
Gameful Design Heuristics
Set of guidelines for heuristic
evaluation of gameful applications
27. GAMES USER RESEARCH
THE APPLIED FIELD THAT CONCERNS EVALUATING IF A GAME IS ACHIEVING THE
INTENDED PLAYER EXPERIENCE
28. GAMES USER RESEARCH METHODS
• Who is the product for?
• Who are the users?
• Who should the users be?
• What should the product be?
• What do our users do with our game?
• What do our users wish they could do?
• What should our business model be?
• How should the product be made?
29. GAMES USER RESEARCH METHODS
An overview of GUR methods. Michael C. Medlock, Microsoft Game Studios. Chapter 7. Games User Research.
30. 2
4
OBSERVATION
Especially for a game’s designers watching
somebody play the game is of high value. Seeing
how players deal with the game’s challenges,
where they get stuck or frustrated in the game
level, can lead to profound insights into the
gameplay experience for game designers.
BEHAVIOURAL OBSERVATION
31. PHYSIOLOGICAL SENSORS
• Body information that indexes feeling
and thinking
• Brain (EEG)
• Skin (GSR)
• Heart (EKG/ECG)
• Muscles (EMG)
• Eyes (Eye Tracking)
32. BIOMETRIC STORYBOARDS
• Comparison study (N=24) of different player testing
approaches
• A single User Experience (UX) graph
• Intended UX
• Actual UX
• Players rated the gameplay quality of the BioSt User Test (UT)
game and fun and visuals of both UT games significantly higher
than the Non-UT game
• “The BioSt UT team had the most significant changes in their
version […] they […] polish existing mechanics.”
Pejman Mirza-Babaei, Lennart E. Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How does it play better?: exploring user
testing and biometric storyboards in games user research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
(CHI '13). ACM, New York, NY, USA, 1499-1508. DOI=10.1145/2470654.2466200
33. Source: Neurable.com
EVALUATING VR IMMERSION
1. Audio Feedback is generally important but visual senses are more
prominent in VR and more important to design for
2. Avoid forced camera movements when porting PC titles to VR
3. Limit play session time for gamepad-based VR navigation and consider
game design that can accommodate players that need a break
4. Design for exploration in VR gameplay, the sensory experience is more
important than progression in gameplay
Rogers, Ribeiro, Wehbe, Weber, and Nacke. (2018) Vanishing Importance: Studying Immersive Effects of
Game Audio Perception on Player Experiences in Virtual Reality. To be published at CHI 2018.
34. TODAY’S TAKEAWAYS
• UX design matters because it can improve the perception and
success of products, systems, and services
• Engaging player experience depends on context, players, and
game systems
• Gameful design is most effective when personalized
• Games user research uses many different methods for
scientifically evaluating experience
• Audio in VR is not as pronounced as expected
35. CLOSING THOUGHTS
• Sensors are becoming more
pervasive
• How do humans managed
embedded, supporting, and
sometimes controlling technologies?
• Game technology is becoming
fully immersive
• Can we use it for more than
gaming? Health applications?
Knowledge management?
36. WANT TO LEARN MORE?
Use code ASPROMP8
for 30% discount
http://bit.ly/gurbook
37. QUESTIONS?
Get in touch
HCI Games Group, University of
Waterloo, Ontario, Canada
Web: www.hcigames.com
Twitter: @hcigamesgroup
@acagamic
Facebook: facebook.com/hcigames
E-Mail: lennart.nacke@acm.org
Phone: (+1) 519-888-4567 x38251Use code ASPROMP8
for 30% discount
http://bit.ly/gurbook