scholarly journals A Hybrid User Experience Evaluation Method for Mobile Games

IEEE Access ◽  
2018 ◽  
Vol 6 ◽  
pp. 49067-49079 ◽  
Author(s):  
Qi Yu ◽  
Xiaoping Che ◽  
Siqi Ma ◽  
Shirui Pan ◽  
Yuxiang Yang ◽  
...  
2020 ◽  
Vol 8 (01) ◽  
pp. 307-313
Author(s):  
Xianshu Leng ◽  
Hong Zhang ◽  
Ding Feng

Pay attention to the home living environment of low-and middle-income groups, study the user-centered design evaluation method to guide the design of home chairs suitable for low-and middle-income groups. Introducing Analytic Hierarchy Process(AHP)into home chairs’ design evaluation, it establishes a different layer and different elements structure model based on sensory experience, behavioral experience, emotional experience and economic experience from the point of user experience. Scoring each element, it calculates and determines the weight value of every element, and forms an evaluation method of home chairs for low-and middle-income Groups. Using the method to evaluate the design schemes of 3 home chairs, it obtains the optimal scheme. Then, surveying the market sales data to verify the accuracy of the result. The evaluation method consists of four major elements: sensory experience(B1), 27%; behavior experience(B2), 41%; emotional experience(B3), 10%; economic experience(B4), 22%. The method can effectively solve the complex comparison of multiple elements in design evaluation and provide a comprehensive method combining qualitative and quantitative methods for product design, and provides reference for products design and evaluation of the same type


Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


2012 ◽  
Vol 263-266 ◽  
pp. 1559-1563
Author(s):  
Wei Wei Wang ◽  
Xiao Yan Yang

The interface design of software used on Home Appliances targeted at satisfying passenger's physiology and psychological needs when operating the machine to the maximum extent is a complicated synthetic topic which embracing ergonomics, visual communication design, user experience design, behavior psychology, cultural studies of the consumer, optics and Chromatics and so on. So, it is very difficult for us to find a unified criterion which can be used to estimate the interface design of the software used on Home Appliances. In order to improve science and objectivity of the evaluation process, this paper established the evaluation index system centered on the user experience firstly. Then identified the weight of each index used AHP. Furthermore, constructed the evaluation analytical model used the Gray Disaster theory. This method effectively overcomes the subjectivity and arbitrariness in the evaluation process. Finally, the prototype system of the software has been developed to verify the validity of the method.


Respati ◽  
2020 ◽  
Vol 15 (2) ◽  
pp. 45
Author(s):  
Hinova Rezha Ulinuha ◽  
Ema Utami ◽  
Andi Sunyoto

INTISARIPES 2020 Mobile merupakan game sport yang baru saja rilis bulan Oktober 2019. Game ini termasuk kategori jenis game yang baru pada platform mobile sehingga berpotensi memiliki user baru. Pengalaman pengguna (user experience) sangat penting untuk kesuksesan sebuah game di pasaran, terutama pada jenis aplikasi yang baru saja dirilis.. Sistem yang dirancang dengan tidak baik dan tidak mudah digunakan akan membuat pengguna kesulitan mempelajari dan mengoperasikannya, sehingga akan menjadikan sistem tersebut jarang digunakan. Agar bisa mendapatkan user experience yang baik, maka perlu dilakukan sebuah evaluasi. Metode Cognitive Walkthrough adalah metode evaluasi user experience dimana evaluator memberi tugas berbasis skenario dan beberapa pertanyaan kepada pengguna game untuk menemukan masalah yang mengganggu proses pembelajaran. Metode ini cocok digunakan pada sistem yang baru saja dirilis karena dapat menggali proses kognitif pengguna ketika pertama kali menggunakan sistem. Responden yang digunakan pada penelitian ini adalah orang yang belum pernah memainkan game PES 2020 Mobile. Secara keseluruhan game PES 2020 Mobile merupakan game yang mudah untuk dimainkan oleh pemain baru. Namun pada tampilan awal game (Start PES 2020) lebih baik dilakukan perbaikan. Beberapa responden kurang mengerti tombol untuk masuk ke permainan dikarenakan tidak adanya perintah tertulis untuk menekan tombol start. Hanya ada tombol lingkaran dimana sebagian banyak responden mengira bahwa ikon lingkaran tersebut menandakan game masih proses loading.  Kata kunci— PES 2020 MOBILE, User Experience, Cognitive Walkthrough ABSTRACTPES 2020 Mobile is a sports game that was just released in October 2019. This game belongs to the category of new types of games on the mobile platform so that it has the potential to have new users. The user experience is very important for the success of a game on the market, especially in the types of applications that have just been released. A poorly designed and not easy to use system will make it difficult for users to learn and operate it, thus making the system rarely used . In order to get a good user experience, an evaluation is needed. Cognitive Walkthrough Method is a user experience evaluation method where the evaluator gives a scenario-based assignment and some questions to game users to find problems that interfere with the learning process. This method is suitable for newly released systems because it can explore the user's cognitive processes when first using the system. Respondents used in this study were people who had never played the PES 2020 Mobile game. Overall the PES 2020 Mobile game is an easy game for new players to play. But in the initial appearance of the game (Start PES 2020) better to do repairs. Some respondents did not understand the button to enter the game because there was no written command to press the start button. There is only a circle button where most respondents think that the circle icon indicates the game is still loading.Kata kunci—  PES 2020 MOBILE, User Experience, Cognitive Walkthrough 


2020 ◽  
Vol 2 (1) ◽  
pp. 249-259
Author(s):  
Dian Prajarini

Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.


Author(s):  
Eduardo Emmanuel Rodríguez López ◽  
Jean Sandro Chery ◽  
Teresita de Jesús Álvarez Robles ◽  
Francisco Javier Álvarez Rodríguez

Hedonic utility scale is a user experience (UX) evaluation method that, through a questionnaire, collects the hedonic and utilitarian dimensions of a product by rating items belonging to each dimension. In this chapter, it is proposed to adapt this method for its application with blind users using the Google TalkBack tutorial as a case study. Based on Nielsen's heuristics, five blind users rated the tutorial after completing each of its five tasks. To ensure inclusiveness in the adaptation of the method, this could be answered verbally and with the use of cards written in Braille, while, for questions of practicality in the evaluation, the number of items was reduced as well as changed the way of scoring (scale and equations) with respect to the original HED/UT. The scale of grades was ranked from 1 (very little) to 5 (quite), getting TalkBack scores between 4 and 5. The results show that the TalkBack tutorial is generally well accepted and well rated by users in both dimensions (hedonic and utility).


2021 ◽  
Author(s):  
Panayiotis Koutsabasis ◽  
Anna Gardeli ◽  
Konstantinos Partheniadis ◽  
Panagiotis Vogiatzidakis ◽  
Vassiliki Nikolakopoulou ◽  
...  

2021 ◽  
pp. 1-15
Author(s):  
Fangmin Cheng ◽  
Suihuai Yu ◽  
Shengfeng Qin ◽  
Jianjie Chu ◽  
Jian Chen

Evaluating the quality of the user experience (UX) of existing products is important for new product development. Conventional UX evaluation methods, such as questionnaire, have the disadvantages of the great subjective influence of investigators and limited number of participants. Meanwhile, online product reviews on e-commerce platforms express user evaluations of product UX. Because the reviews objectively reflect the user opinions and contain a large amount of data, they have potential as an information source for UX evaluation. In this context, this study explores how to evaluate product UX through using online product reviews. A pilot study is conducted to define the key elements of a review. Then, a systematic method of product UX evaluation based on reviews is proposed. The method includes three parts: extraction of key elements, integration of key elements, and quantitative evaluation based on rough number. The effectiveness of the proposed method is demonstrated by a case study using reviews of a wireless vacuum cleaner. Based on the proposed method, designers can objectively evaluate the UX quality of existing products and obtain detailed suggestions for product improvement.


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