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Experience Requirements in
Video Games
Definition and Testability
PAPER PRESENTATION
TEJASHEE DEVALE
Under the guidance of Prof. Liguo Huang
SMUID 45238613 tdevale@smu.edu CSE7316
INTRODUCTION
 Software Requirements
 Software designing and testing
 Properly formed requirements are testable
 Productivity soft wares
Entertainment Soft wares
 “I want to build a game like flappy bird!”
 How to define requirements for “Something like flappy bird??
 It should be like Flappy bird but what it shouldn’t be like?
 How can we say the new game is different than Flappy bird ?
The Differentiating Factor! ..
 Emotions induced by the game into a player
 Perfect combination of Emotional requirements, Gaming requirements (
Cognitive and mechanical requirements ) and Sensory requirements (
audio ,video, haptic )
Diving Into Further Details..
Background for the research work
 Emotional requirements as a technique - Callel et al
 Paper prototyping and play testing - Daneva
 Use of standard notations to bridge the gap Between
user experience and feature implementation - Lee et al
 Desire for intuitive interfaces - Loeffer
 Compliance for usability using Kano categories - Primrose and Stroe
Game expressed in
terms of Cognitive
and mechanical
dimension
 1. Recognition (of clues, threats and rewards)
 2. Identifying possible solution strategies
 3. Choosing a solution strategy
 4. Executing the solution strategy
IN STYLE OF
Experience Timeline
 Mechanical challenge is a linear process
 Cognitive challenges occur frequently
 Low medium high difficulty levels
TRANSLATING EXPERIENCE REQUIREMENTS
TO TESTABLE FUNCTIONAL REQUIREMENTS
 The player must remain on a clear path by dodging all oncoming obstacles can
be translated into a series of explicit Functional Requirements
Can be translated as into functional requirements as
 FR1. The game must support left, right, up and down actions.
 FR2. The user interface for the game must provide a means for the player to
indicate that they need a specific action to occur.
 FR4. It must be possible for the player to success-fully jump from log to log. As
constraints: Obstacles must not be larger than the distance that the player can
jump in the game. Further, the maximum length of an obstacle must include a
margin (that needs to be specified for error in player timing.
 FR5. There exists at least one sequence of player actions that leads to player
success for a given challenge.
Continued..
 The intended player experience shall be induced in the player and the
difficulty of the cognitive challenges is directly correlated with the difficulty
of the mechanical challenges.
 FR6. Player speed (perceived forward motion) must increase linearly with time in-
game
 a. There is no upper-bound on player speed
 b. Player speed is zero at the start of every run
 FR7. Cognitive challenge difficulty must increase with time in-game.
 FR8. Mechanical challenge difficulty must directly correlate with cognitive
challenge difficulty.
Test Plan
 Testing functional requirements in actual gaming environment
 Users involvement
 Confounding factors
 Difficulty assessment
"difficulty is positively correlated with joyful stress and negatively correlated with score".
 Survey of 30 participants
 Test protocol : Mechanical and cognitive
 Test pattern
Test Results
What Do We Learned ?
 Game Design
 Experience Requirements
 Experimental Design
 Combinatorial complexity
 Confounding factors
 Statistical validity
 Learning bias
 Tester profiling
 Tester motivation
 Generalization and application
Conclusion and Future Work
 New methods and New techniques are always welcome!
 Multi-dimensional non-functional scenarios
 Learning Effects
 Confounding factors
 Design of test plan
 Qualitative analysis
Reference
 [1] D. Callele, E. Neufeld, and K. Schneider, “An Introduction to Experience Requirements,” In Proceedings
of the 2010 18th IEEE International Requirements Engineering Conference, September 2010, Sydney,
Australia, pp. 295-296.
 [2] D. Callele, “A Proposal for Cognitive Gameplay Requirements,” In Proceedings of the 5th International
Workshop on Requirements Engineering Visualization (REV10), September 2010, Sydney, Australia, pp.
43-52.
 [3] D. Callele, E. Neufeld, K. Schneider, “Emotional Requirements in Video Games,” In Proceedings of
Requirements Engineering 2006, September 2006, Minneapolis, MN, USA, pp. 299-302.
 [4] M. Daneva, “How practitioners approach gameplay requirements? An exploration into the context of
massive multiplayer online role-playing games”, Proceedings of the 22nd International Requirements
Engineering Conference (RE14), Karlskrona, Sweden, August 2014, pp. 3-12.
 [5] ISO 9421-210 “Ergonomics of human-system interaction – Part 210: Human-centred design for
interactive systems”, International Standards Organization
 [6] S. H. Lee, “A usability-pattern-based requirements-analysis method to bridge the gap between user
tasks and application features”, In Proceedings of the 2010 IEEE 34th Annual Computer Software and
Applications Conference (COMPSAC), Seul, South Korea, 19-23 July 2010, pp. 317-326.
 [7] P. Lenberg, R. Feldt and L.-G. Wallgren, “Behavioral Software Engineering: a Definition and Systematic
Literature Review”, in the Journal of Systems and Software, vol. 107, Sep 2015, pp 15-37.
srPresentation

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srPresentation

  • 1. Experience Requirements in Video Games Definition and Testability PAPER PRESENTATION TEJASHEE DEVALE Under the guidance of Prof. Liguo Huang SMUID 45238613 tdevale@smu.edu CSE7316
  • 2. INTRODUCTION  Software Requirements  Software designing and testing  Properly formed requirements are testable  Productivity soft wares
  • 3. Entertainment Soft wares  “I want to build a game like flappy bird!”  How to define requirements for “Something like flappy bird??  It should be like Flappy bird but what it shouldn’t be like?  How can we say the new game is different than Flappy bird ?
  • 4. The Differentiating Factor! ..  Emotions induced by the game into a player  Perfect combination of Emotional requirements, Gaming requirements ( Cognitive and mechanical requirements ) and Sensory requirements ( audio ,video, haptic )
  • 6. Background for the research work  Emotional requirements as a technique - Callel et al  Paper prototyping and play testing - Daneva  Use of standard notations to bridge the gap Between user experience and feature implementation - Lee et al  Desire for intuitive interfaces - Loeffer  Compliance for usability using Kano categories - Primrose and Stroe
  • 7. Game expressed in terms of Cognitive and mechanical dimension
  • 8.  1. Recognition (of clues, threats and rewards)  2. Identifying possible solution strategies  3. Choosing a solution strategy  4. Executing the solution strategy IN STYLE OF
  • 9. Experience Timeline  Mechanical challenge is a linear process  Cognitive challenges occur frequently  Low medium high difficulty levels
  • 10. TRANSLATING EXPERIENCE REQUIREMENTS TO TESTABLE FUNCTIONAL REQUIREMENTS  The player must remain on a clear path by dodging all oncoming obstacles can be translated into a series of explicit Functional Requirements Can be translated as into functional requirements as  FR1. The game must support left, right, up and down actions.  FR2. The user interface for the game must provide a means for the player to indicate that they need a specific action to occur.  FR4. It must be possible for the player to success-fully jump from log to log. As constraints: Obstacles must not be larger than the distance that the player can jump in the game. Further, the maximum length of an obstacle must include a margin (that needs to be specified for error in player timing.  FR5. There exists at least one sequence of player actions that leads to player success for a given challenge.
  • 11. Continued..  The intended player experience shall be induced in the player and the difficulty of the cognitive challenges is directly correlated with the difficulty of the mechanical challenges.  FR6. Player speed (perceived forward motion) must increase linearly with time in- game  a. There is no upper-bound on player speed  b. Player speed is zero at the start of every run  FR7. Cognitive challenge difficulty must increase with time in-game.  FR8. Mechanical challenge difficulty must directly correlate with cognitive challenge difficulty.
  • 12. Test Plan  Testing functional requirements in actual gaming environment  Users involvement  Confounding factors  Difficulty assessment "difficulty is positively correlated with joyful stress and negatively correlated with score".  Survey of 30 participants  Test protocol : Mechanical and cognitive  Test pattern
  • 14.
  • 15. What Do We Learned ?  Game Design  Experience Requirements  Experimental Design  Combinatorial complexity  Confounding factors  Statistical validity  Learning bias  Tester profiling  Tester motivation  Generalization and application
  • 16. Conclusion and Future Work  New methods and New techniques are always welcome!  Multi-dimensional non-functional scenarios  Learning Effects  Confounding factors  Design of test plan  Qualitative analysis
  • 17. Reference  [1] D. Callele, E. Neufeld, and K. Schneider, “An Introduction to Experience Requirements,” In Proceedings of the 2010 18th IEEE International Requirements Engineering Conference, September 2010, Sydney, Australia, pp. 295-296.  [2] D. Callele, “A Proposal for Cognitive Gameplay Requirements,” In Proceedings of the 5th International Workshop on Requirements Engineering Visualization (REV10), September 2010, Sydney, Australia, pp. 43-52.  [3] D. Callele, E. Neufeld, K. Schneider, “Emotional Requirements in Video Games,” In Proceedings of Requirements Engineering 2006, September 2006, Minneapolis, MN, USA, pp. 299-302.  [4] M. Daneva, “How practitioners approach gameplay requirements? An exploration into the context of massive multiplayer online role-playing games”, Proceedings of the 22nd International Requirements Engineering Conference (RE14), Karlskrona, Sweden, August 2014, pp. 3-12.  [5] ISO 9421-210 “Ergonomics of human-system interaction – Part 210: Human-centred design for interactive systems”, International Standards Organization  [6] S. H. Lee, “A usability-pattern-based requirements-analysis method to bridge the gap between user tasks and application features”, In Proceedings of the 2010 IEEE 34th Annual Computer Software and Applications Conference (COMPSAC), Seul, South Korea, 19-23 July 2010, pp. 317-326.  [7] P. Lenberg, R. Feldt and L.-G. Wallgren, “Behavioral Software Engineering: a Definition and Systematic Literature Review”, in the Journal of Systems and Software, vol. 107, Sep 2015, pp 15-37.