Diary Methods in AAA Games User Research
Late-Breaking Works: Games & Playful Interaction
/
Hillman, Serena
/
Stach, Tad
/
Procyk, Jason
/
Zammitto, Veronica
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1879-1885
© Copyright 2016 ACM
Summary: In this paper we present lessons learned from a diary study completed for
Electronic Arts' AAA video game NHL16 in August 2015. Key findings suggest that
while there is high risk to use the method, there is also great benefit in
terms of impact via actionable data and ability to collect rich artifacts to
tell the users' stories. To reduce the risk, this work presents a series of
suggested guidelines for conducting a diary study in games user research, which
has not been investigated in past work. We lay a foundation for diary methods
in GUR and how to further improve the method by providing examples and real
results through an AAA game example.
Design of an exergaming station for children with cerebral palsy
Health & children
/
Hernandez, Hamilton A.
/
Graham, T. C. Nicholas
/
Fehlings, Darcy
/
Switzer, Lauren
/
Ye, Zi
/
Bellay, Quentin
/
Hamza, Md Ameer
/
Savery, Cheryl
/
Stach, Tadeusz
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2619-2628
© Copyright 2012 ACM
Summary: We report on the design of a novel station supporting the play of exercise
video games (exergames) by children with cerebral palsy (CP). The station
combines a physical platform allowing children with CP to provide pedaling
input into a game, a standard Xbox 360 controller, and algorithms for
interpreting the cycling input to improve smoothness and accuracy of gameplay.
The station was designed through an iterative and incremental participatory
design process involving medical professionals, game designers, computer
scientists, kinesiologists, physical therapists, and eight children with CP. It
has been tested through observation of its use, through gathering opinions from
the children, and through small experimental studies. With our initial design,
only three of eight children were capable of playing a cycling-based game; with
the final design, seven of eight could cycle effectively, and six reached
energy expenditure levels recommended by the American College of Sports
Medicine while pedaling unassisted.
PHD-THESIS
Heart rate balancing for multiplayer exergames
/
Stach, Tadeusz B
/
Graham, Nicholas
2012
p.159
Kingston, Ontario
Queen's University, Computing
Keywords: Exergames
Keywords: Exercise video game
Keywords: Heart rate
Keywords: Biofeedback
Keywords: Human-Computer Interaction
Summary: Exergames combine physical activity and entertainment in an effort to
increase people's motivation to exercise. Multiplayer exergames attempt to
include the motivating aspects of group activity by allowing two or more people
to play together. In most multiplayer exergames, a player's in-game performance
is limited by her physical abilities. Less fit players are demotivated by
repeated losses to more fit opponents, while fitter players face a lack of
competition from unfit opponents. This situation makes it difficult for people
of disparate physical abilities to play exergames together. This research
presents heart rate balancing, a novel player balancing technique to better
support engaging experiences in multiplayer exergames. Heart rate balancing
bases players' in-game performance on their effort relative to fitness level
rather than their raw power. More specifically, heart rate monitoring is used
to set in-game performance based on how closely a person adheres to her target
heart rate. Experiments with heart rate balancing show that the technique
improves competition between players. A strong correlation was found between
people's perceived effort and their in-game performance with heart rate
balancing. The degree to which players noticed the balancing mechanism varied
depending on game type. However, heart rate balancing did not interfere with
people's ability to play exergames. These results indicate that the heart rate
balancing technique is a promising approach for improving enjoyment and
engagement in multiplayer exergames
Exploring Haptic Feedback in Exergames
Health I
/
Stach, Tadeusz
/
Graham, T. C. Nicholas
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.2
p.18-35
Keywords: Exergames; haptics; force-feedback; exercise video games; exertion
interfaces; active games
© Copyright 2011 IFIP
Summary: Exergames combine entertainment and exercise in an effort to encourage
people to be more physically active. Although exergames require active input,
interactions are less physical than those experienced in real-world exercise.
Interactions can feel artificial, limiting the captivating experience exergames
aim to provide. To address this problem, haptics have been proposed as a means
of providing additional feedback to players through the sense of touch.
However, there is very little empirical evidence supporting the benefits of
haptics in exergames. To address this, we have identified and evaluated three
ways in which haptic feedback can enhance exergames: by helping to balance
group exercise among people of different fitness levels, by guiding players
toward safe and healthy interaction, and by increasing peoples' sense of
virtual presence in exergames. We present three novel exergames incorporating
haptic feedback, and report on experiments investigating their success. We find
that haptics which are consistent with actions displayed on-screen increase
immersion and improve enjoyment. However, we discover pitfalls when using
haptics to represent phenomena that do not have a physical basis. These results
allow us to present a set of design issues for haptic feedback in exergames.
Target assistance for subtly balancing competitive play
Games
/
Bateman, Scott
/
Mandryk, Regan L.
/
Stach, Tadeusz
/
Gutwin, Carl
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2355-2364
© Copyright 2011 ACM
Summary: In games where skills such as targeting are critical to winning, it is
difficult for players with different skill levels to have a competitive and
engaging experience. Although several mechanisms for accommodating different
skill levels have been proposed, traditional approaches can be too obvious and
can change the nature of the game. For games involving aiming, we propose the
use of target assistance techniques (such as area cursors, target gravity, and
sticky targets) to accommodate skill imbalances. We compared three techniques
in a study, and found that area cursors and target gravity significantly
reduced score differential in a shooting-gallery game. Further, less skilled
players reported having more fun when the techniques helped them be more
competitive, and even after they learned assistance was given, felt that this
form of balancing was good for group gameplay. Our results show that target
assistance techniques can make target-based games more competitive for shared
play.
Classifying input for active games
Short papers: Devices for games
/
Stach, Tadeusz
/
Graham, T. C. Nicholas
/
Brehmer, Matthew
/
Hollatz, Andreas
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.379-382
© Copyright 2009 ACM
Summary: Active games are video games that involve physical activity. Active games
capture input via a variety of devices such as accelerometers, cameras,
pressure sensors and exercise equipment. Although active games have become
highly popular, the interaction styles they support are poorly understood, and
largely driven by the capabilities of individual hardware devices. In order to
allow for a standard development approach, a better understanding of the
interaction found in active games is required. We have investigated existing
commercial and academic games in order to classify input for active games. Our
classification abstracts input from hardware, providing a better understanding
of the interaction itself. Our ultimate goal is to make it easier to develop
active games independently of underlying input hardware.
Heart rate control of exercise video games
Haptics and novel interaction techniques
/
Stach, Tadeusz
/
Graham, T. C. Nicholas
/
Yim, Jeffrey
/
Rhodes, Ryan E.
Proceedings of the 2009 Conference on Graphics Interface
2009-05-25
p.125-132
Keywords: active games, exertion interfaces, heart rate input, kinetic interfaces,
multiplayer exercise video games
© Copyright 2009 Canadian Information Processing Society
Summary: Exercise video games combine entertainment and physical movement in an
effort to encourage people to be more physically active. Multiplayer exercise
games take advantage of the motivating aspects of group activity by allowing
people to exercise together. However, people of significantly different fitness
levels can have a hard time playing together, as large differences in
performance can be demotivating. To address this problem, we present heart rate
scaling, a mechanism where players' in-game performance is based on their
effort relative to their fitness level. Specifically, heart rate monitoring is
used to scale performance relative to how closely a person adheres to his/her
target heart rate zone. We demonstrate that heart rate scaling reduces the
performance gap between people of different fitness levels, and that the
scaling mechanism does not significantly affect engagement during gameplay.
Usability heuristics for networked multiplayer games
Collaborative tools and technologies II
/
Pinelle, David
/
Wong, Nelson
/
Stach, Tadeusz
/
Gutwin, Carl
GROUP'09: International Conference on Supporting Group Work
2009-05-10
p.169-178
Keywords: NGH, game usability, heuristic evaluation, multiplayer games, networked game
heuristics, networked games, usability
© Copyright 2009 ACM
Summary: Networked multiplayer games must support a much wider variety of
interactions than single-player games because networked games involve
communication and coordination between players. This means that designers must
consider additional usability issues that relate to group play -- but there are
currently no usability engineering methods that are specifically oriented
towards the needs of multiplayer games. To address this problem, we developed a
new set of usability heuristics, called Networked Game Heuristics (NGH), which
can be used in the design and evaluation of networked multiplayer games. The
new heuristics were identified by analyzing problem reports from 382 reviews of
networked PC games, covering six main genres. We aggregated problem reports
into ten problem categories (covering issues from session management to
cheating to training for novice players) and developed heuristics that describe
how these usability problems can be avoided. We tested the new heuristics by
having evaluators use them and an existing set to assess the usability of two
networked games. Evaluators found more usability problems with NGH, and stated
that the new heuristics were better for evaluating multiplayer game usability.
Our research is the first to present networked game heuristics that are derived
from real problem reports, and the first to evaluate the heuristics'
effectiveness in a realistic usability test.
Using genres to customize usability evaluations of video games
Game design
/
Pinelle, David
/
Wong, Nelson
/
Stach, Tadeusz
Proceedings of the 2008 Conference on Future Play
2008-11-03
p.129-136
Keywords: game genres, heuristic evaluation, usability evaluation, video games
© Copyright 2008 ACM
Summary: Video games are varied, with vastly different visual layouts and interaction
styles; however, most games that share a common genre still have many user
interface similarities. These similarities suggest that genres can be used as a
conceptual framework for examining design issues in video games, and for
developing a deeper understanding of how the design process can be specialized
for specific types of games. In this paper, we consider how genre relates to
one aspect of design -- the usability of games, which deals with players'
ability to learn, control, and understand a game interface. We report results
from a study where we coded usability problems in reviews of 108 commercial
video games. The review set included 18 games from each of six major game
genres. We statistically analyzed the problems from each genre, and found
significant differences between many of the genres. We present usability
profiles for each genre based on the problem distributions that we found. The
profiles describe both common and infrequent problems in each genre and provide
details on how they commonly occur in games. The profiles can be used to
specialize usability evaluations by helping designers focus on common problems
seen in games from each genre.
The Effects of Co-Present Embodiments on Awareness and Collaboration in
Tabletop Groupware
Large Displays
/
Pinelle, David
/
Nacenta, Miguel
/
Gutwin, Carl
/
Stach, Tadeusz
Proceedings of the 2008 Conference on Graphics Interface
2008-05-28
p.1-8
© Copyright 2008 Canadian Information Processing Society
Summary: Most current tabletop groupware systems use direct touch, where people
manipulate objects by touching them with a pen or a fingertip. The use of
people's real arms and hands provides obvious awareness information, but
workspace access is limited by the user's reach. Relative input techniques,
where users manipulate a cursor rather than touching objects directly, allow
users to reach all areas of the table. However, the only available awareness
information comes from the virtual embodiment of the user (e.g., their cursor).
This presents designers with a tradeoff: direct-touch techniques have
advantages for group awareness; relative input techniques offer additional
power but less awareness information. In this paper, we explore this tradeoff,
and we explore the design space of virtual embodiments to determine whether
factors such as size, realism, and visibility can improve awareness and
coordination. We conducted a study in which seven groups carried out a
picture-categorizing task using seven techniques: direct touch and relative
input with six different virtual embodiments. Our results provide both valuable
information to designers of tabletop groupware, and a number of new directions
for future research.
Improving recognition and characterization in groupware with rich
embodiments
Faces & bodies in interaction
/
Stach, Tadeusz
/
Gutwin, Carl
/
Pinelle, David
/
Irani, Pourang
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.11-20
© Copyright 2007 ACM
Summary: Embodiments are visual representations of people in a groupware system.
Embodiments convey awareness information such as presence, location, and
movement -- but they provide far less information than what is available from a
real body in a face-to-face setting. As a result, it is often difficult to
recognize and characterize other people in a groupware system without extensive
communication. To address this problem, information-rich embodiments use ideas
from multivariate information visualization to maximize the amount of
information that is represented about a person. To investigate the feasibility
of rich embodiment and their effects on group interaction, we carried out three
studies. The first shows that users are able to recall and interpret a large
set of variables that are graphically encoded on an embodiment. The second and
third studies demonstrated rich embodiments in two groupware systems -- a
multiplayer game and a drawing application -- and showed that the enhanced
representations do improve recognition and characterization, and that they can
enrich interaction in a variety of ways.
Superflick: a natural and efficient technique for long-distance object
placement on digital tables
Gesture and interaction
/
Reetz, Adrian
/
Gutwin, Carl
/
Stach, Tadeusz
/
Nacenta, Miguel
/
Subramanian, Sriram
Proceedings of the 2006 Conference on Graphics Interface
2006-06-07
p.163-170
© Copyright 2006 Canadian Information Processing Society
Summary: Moving objects past arms' reach is a common action in both real-world and
digital tabletops. In the real world, the most common way to accomplish this
task is by throwing or sliding the object across the table. Sliding is natural,
easy to do, and fast: however, in digital tabletops, few existing techniques
for long-distance movement bear any resemblance to these real-world motions. We
have designed and evaluated two tabletop interaction techniques that closely
mimic the action of sliding an object across the table. Flick is an open-loop
technique that is extremely fast. Superflick is based on Flick, but adds a
correction step to improve accuracy for small targets. We carried out two user
studies to compare these techniques to a fast and accurate proxy-based
technique, the radar view. In the first study, we found that Flick is
significantly faster than the radar for large targets, but is inaccurate for
small targets. In the second study, we found no differences between Superflick
and radar for either time or accuracy. Given the simplicity and learnability of
flicking, our results suggest that throwing-based techniques have promise for
improving the usability of digital tables.