Usability & Games, Richard Griffiths

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Information about Usability & Games, Richard Griffiths
Design

Published on March 23, 2009

Author: Use8.net

Source: slideshare.net

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 ..

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 ..

Usability & Games Richard N Griffiths University of Brighton, School of Computing, Mathematical & Information Sciences [email_address]

Outline Examine the notion of ‘usability’ Point out some issues as it relates to games – including economic ones Argue for a restricted interpretation of it Look at the practicalities of evaluating it through observation Not necessarily in that order…

Examine the notion of ‘usability’

Point out some issues as it relates to games – including economic ones

Argue for a restricted interpretation of it

Look at the practicalities of evaluating it through observation

Not necessarily in that order…

Usability BS EN ISO 9241:1998 Ergonomic requirements for office work with visual display terminals (VDTs) Parts 1 – 17 Part 11: Guidance on usability

BS EN ISO 9241:1998

Ergonomic requirements for office work with visual display terminals (VDTs)

Parts 1 – 17

Part 11: Guidance on usability

Usability 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.

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.

Usability 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. 11:3.2 Effectiveness: Accuracy and completeness with which users achieve specified goals.

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.

11:3.2 Effectiveness: Accuracy and completeness with which users achieve specified goals.

Usability 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. 11:3.3 Efficiency: resources expended in relation to the accuracy and completeness with which users achieve goals.

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.

11:3.3 Efficiency: resources expended in relation to the accuracy and completeness with which users achieve goals.

Usability 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. 11:3.4 Satisfaction: freedom from discomfort, and positive attitude towards the use of the product.

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.

11:3.4 Satisfaction: freedom from discomfort, and positive attitude towards the use of the product.

Usability 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 . 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.

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 .

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.

Usability 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. Specified users Casual vs. Committed Tyro vs. Expert

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.

Specified users

Casual vs. Committed

Tyro vs. Expert

Usability 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. Specified goals Fun vs. complete the game (level, quest, etc.)

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.

Specified goals

Fun vs. complete the game (level, quest, etc.)

Games vs. ‘Productivity’ Software Physical characteristics of the interaction Often image (rather than text) oriented ‘ Real-time’ environment Multiple information channels utilised Optional status of use Recreation vs. work May involve social interaction Audience Collaborators Opponents May have personal economic implications No ‘formal’ standardisation between titles Designed to produce affect rather than information

Physical characteristics of the interaction

Often image (rather than text) oriented

‘ Real-time’ environment

Multiple information channels utilised

Optional status of use

Recreation vs. work

May involve social interaction

Audience

Collaborators

Opponents

May have personal economic implications

No ‘formal’ standardisation between titles

Designed to produce affect rather than information

Where is the ‘bottom line’? Increase take-up of the title by casual users Improve ratings by reviewers (and players) Reduce support overhead (online games) Improved brand quality perception Etc?

Increase take-up of the title by casual users

Improve ratings by reviewers (and players)

Reduce support overhead (online games)

Improved brand quality perception

Etc?

A Restricted Interpretation of Usability Usability is conceptually distinct from Playability Approachability ???ability but will be a significant contributor to them. To make this distinction clear: In-principle usability

Usability is conceptually distinct from

Playability

Approachability

???ability

but will be a significant contributor to them.

To make this distinction clear:

In-principle usability

A Restricted Interpretation of Usability In-principle usability Effectiveness Accuracy and completeness Depending on genre – set at an appropriate level Efficiency resources expended (usually time) Congruent with the ‘pace’ of the game Satisfaction freedom from discomfort Product liability issues? positive attitude towards the use of the product. scaled back to: lack of frustration in immediate goal achievement

In-principle usability

Effectiveness

Accuracy and completeness

Depending on genre – set at an appropriate level

Efficiency

resources expended (usually time)

Congruent with the ‘pace’ of the game

Satisfaction

freedom from discomfort

Product liability issues?

positive attitude towards the use of the product.

scaled back to: lack of frustration in immediate goal achievement

Practicalities of Observational Evaluation Need a usability lab appropriately configured Domestic ambience, TV, settee, etc. Close-up video of mote More complicated if multiple players involved Two available for hire at Brighton Uni.  Specialised version of test game required If ‘pure’ usability being evaluated Particular sequences in the game may be set up Issues of ‘training’ subjects must be addressed

Need a usability lab appropriately configured

Domestic ambience, TV, settee, etc.

Close-up video of mote

More complicated if multiple players involved

Two available for hire at Brighton Uni. 

Specialised version of test game required

If ‘pure’ usability being evaluated

Particular sequences in the game may be set up

Issues of ‘training’ subjects must be addressed

Questions? Comments? Richard N Griffiths [email_address]

Questions?

Comments?

Richard N Griffiths [email_address]

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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