Usability Testing for Serious Games: Making Informed Design Decisions with User Data
Usability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability testing methods of productivity tools (e.g., text editors, spreadsheets, or management tools)...
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2012-01-01
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Series: | Advances in Human-Computer Interaction |
Online Access: | http://dx.doi.org/10.1155/2012/369637 |
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doaj-9c856edc6d16474ca280396109a8a3af2020-11-24T22:38:46ZengHindawi LimitedAdvances in Human-Computer Interaction1687-58931687-59072012-01-01201210.1155/2012/369637369637Usability Testing for Serious Games: Making Informed Design Decisions with User DataPablo Moreno-Ger0Javier Torrente1Yichuan Grace Hsieh2William T. Lester3Facultad de Informática, Universidad Complutense de Madrid, 28040 Madrid, SpainFacultad de Informática, Universidad Complutense de Madrid, 28040 Madrid, SpainLaboratory of Computer Science, Massachusetts General Hospital, Harvard Medical School, Boston, MA 02114, USALaboratory of Computer Science, Massachusetts General Hospital, Harvard Medical School, Boston, MA 02114, USAUsability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability testing methods of productivity tools (e.g., text editors, spreadsheets, or management tools) are varied, widely available, and valuable, analyzing the usability of games, especially educational “serious” games, presents unique usability challenges. Because games are fundamentally different than general productivity tools, “traditional” usability instruments valid for productivity applications may fall short when used for serious games. In this work we present a methodology especially designed to facilitate usability testing for serious games, taking into account the specific needs of such applications and resulting in a systematically produced list of suggested improvements from large amounts of recorded gameplay data. This methodology was applied to a case study for a medical educational game, MasterMed, intended to improve patients’ medication knowledge. We present the results from this methodology applied to MasterMed and a summary of the central lessons learned that are likely useful for researchers who aim to tune and improve their own serious games before releasing them for the general public.http://dx.doi.org/10.1155/2012/369637 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Pablo Moreno-Ger Javier Torrente Yichuan Grace Hsieh William T. Lester |
spellingShingle |
Pablo Moreno-Ger Javier Torrente Yichuan Grace Hsieh William T. Lester Usability Testing for Serious Games: Making Informed Design Decisions with User Data Advances in Human-Computer Interaction |
author_facet |
Pablo Moreno-Ger Javier Torrente Yichuan Grace Hsieh William T. Lester |
author_sort |
Pablo Moreno-Ger |
title |
Usability Testing for Serious Games: Making Informed Design Decisions with User Data |
title_short |
Usability Testing for Serious Games: Making Informed Design Decisions with User Data |
title_full |
Usability Testing for Serious Games: Making Informed Design Decisions with User Data |
title_fullStr |
Usability Testing for Serious Games: Making Informed Design Decisions with User Data |
title_full_unstemmed |
Usability Testing for Serious Games: Making Informed Design Decisions with User Data |
title_sort |
usability testing for serious games: making informed design decisions with user data |
publisher |
Hindawi Limited |
series |
Advances in Human-Computer Interaction |
issn |
1687-5893 1687-5907 |
publishDate |
2012-01-01 |
description |
Usability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability testing methods of productivity tools (e.g., text editors, spreadsheets, or management tools) are varied, widely available, and valuable, analyzing the usability of games, especially educational “serious” games, presents unique usability challenges. Because games are fundamentally different than general productivity tools, “traditional” usability instruments valid for productivity applications may fall short when used for serious games. In this work we present a methodology especially designed to facilitate usability testing for serious games, taking into account the specific needs of such applications and resulting in a systematically produced list of suggested improvements from large amounts of recorded gameplay data. This methodology was applied to a case study for a medical educational game, MasterMed, intended to improve patients’ medication knowledge. We present the results from this methodology applied to MasterMed and a summary of the central lessons learned that are likely useful for researchers who aim to tune and improve their own serious games before releasing them for the general public. |
url |
http://dx.doi.org/10.1155/2012/369637 |
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AT pablomorenoger usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata AT javiertorrente usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata AT yichuangracehsieh usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata AT williamtlester usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata |
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