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)...

Full description

Bibliographic Details
Main Authors: Pablo Moreno-Ger, Javier Torrente, Yichuan Grace Hsieh, William T. Lester
Format: Article
Language:English
Published: Hindawi Limited 2012-01-01
Series:Advances in Human-Computer Interaction
Online Access:http://dx.doi.org/10.1155/2012/369637
id doaj-9c856edc6d16474ca280396109a8a3af
record_format Article
spelling 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
work_keys_str_mv AT pablomorenoger usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata
AT javiertorrente usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata
AT yichuangracehsieh usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata
AT williamtlester usabilitytestingforseriousgamesmakinginformeddesigndecisionswithuserdata
_version_ 1725712040677343232