From User Experience to Social Experience: A New Perspective for Mobile Social Game Design

Author(s):  
Toshihiko Yamakami
Author(s):  
Carmen Van Ommen ◽  
Barbara S. Chaparro

According to a survey conducted by the CDC, it is estimated that 26% of Americans are living with a disability. Of those with disabilities in the United States, it is estimated that 33 million play video games. People with disabilities face many barriers in gaming, which is likely to impact game satisfaction. Measuring game satisfaction among this population can be problematic if the scale is not adapted to their needs, which can vary significantly based on the disability. To understand how best to assess game satisfaction among these populations, we discuss the issues people with cognitive, sensory, and/or motor disabilities may face when completing assessment scales and then use the validated Game User Experience Satisfaction Scale (GUESS) as a framework for understanding the game design issues that may impact satisfaction.


Author(s):  
Chaimae Meftah ◽  
Asmaâ Retbi ◽  
Samir Bennani ◽  
Mohamed Khalidi Idrissi

In recent years, gamification has emerged as a new approach to increasing learner engagement. It covers a very wide range of games with very different purposes and with many fields of application. However, most of the gamification solutions proposed do not adopt the same modeling approach and little attention has been paid to mobile serious games (MSG) belonging to different pedagogical contexts. In order to overcome these difficulties, we have developed in this paper a generic model based on the Software Product Line (SPL) approach to manage the common and variable points of the MSG product set. We have also focused on the User eXperience (UX) concept to study the aspects that most affect the player’s experience in the context of MSGs. These aspects have been modeled in the form of features in the SPL Feature Model. MSG designers can use the model proposed during the development process, both to manage variability and to create an effective and fun learning environment.


Author(s):  
JOSEP MARIA BRUNETTI ◽  
ROSA GIL ◽  
JUAN MANUEL GIMENO ◽  
ROBERTO GARCIA

Thanks to Open Data initiatives the amount of data available on the Web is rapidly increasing. Unfortunately, most of these initiatives only publish raw tabular data, which makes its analysis and reuse very difficult. Linked Data principles allow for a more sophisticated approach by making explicit both the structure and semantics of the data. However, from the user experience viewpoint, published datasets continue to be monolithic files which are completely opaque or difficult to explore by making complex semantic queries. Our objective is to facilitate the user to grasp what kind of entities are in the dataset, how they are interrelated, which are their main properties and values, etc. Rhizomer is a data publishing tool whose interface provides a set of components borrowed from Information Architecture (IA) that facilitate getting an insight of the dataset at hand. Rhizomer automatically generates navigation menus and facets based on the kinds of things in the dataset and how they are described through metadata properties and values. This tool is currently being evaluated with end users that discover a whole new perspective of the Web of Data.


2014 ◽  
Author(s):  
Tim Fields ◽  
Brandon Cotton
Keyword(s):  

2020 ◽  
Vol 3 (1) ◽  
pp. 140-156
Author(s):  
Michael Chee

Content available on LibGuides in the academic library context would benefit from being viewed and curated/edited as individual and distinct collections. Viewing LibGuides through this lens provides academic libraries with a new perspective for resolving the well-documented user experience issues that afflict this mode of information delivery. Novel considerations that emerge from this approach include: a) the value of formalizing a collection acquisition policy for individual LibGuides; b) the importance of creating content responsive to emerging research directions; and c) an emphasis on the need for weeding and deselection processes. Although the author anticipates especial resistance to the idea that content on LibGuides would benefit from regular weeding, from the stance that virtual content takes up minimal space, this paper argues that the prioritization of high-quality, curated content in the era of the attention economy is a practice of prime importance.


Author(s):  
Alfredo Mendoza González ◽  
Francisco Alvarez Rodríguez

The intention of Massive Open Online Courses (MOOCs) is to extend online learning worldwide and to the most users as possible. Nowadays MOOCs have been used not only by undergraduate and hig-school students, but also by the elderly and the children. MOOCs have the potential to change the education in a better way to all people, including off course, the cognitive disabled people. From basic mathematics to specialized technical courses, MOOCs may enhance the opportunity to have better educational programs for cognitive disabled users, nevertheless, there are many things to do, about accessibility to guarantee a delightful user experience. This chapter introduces a new perspective to design inclusive MOOCs' interfaces.


Author(s):  
William R. Upchurch ◽  
Susan M. Wildermuth

Gamification is the concept of infusing elements of gameplay (competition, incentives, story/narrative, collaboration, problem-solving, etc.) into non-game activities in order to make those activities more compelling. Recently, game designers have begun stressing the need for greater “maturity” in the field of gamification with greater focus on the importance of designing applications for optimal user experience. One hurdle to achieving maturity in the field is the fact that even gamification experts question “What exactly are the essential elements of gameplay that optimize user engagement and enjoyment?” Thus, the goal of the current chapter is to provide a comprehensive listing of the elements of gameplay that are essential to user engagement, and to provide examples of how each of those elements has been applied successfully in game design in the past. The chapter reviews 14 essential gameplay elements including: chance, control, creativity, completion, spectacle, status, strategy, unification, rules, narrative, recognition, collaboration, escapism, and enjoyment.


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