Games User Research, User Experience and Flow

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jeux vidéo Prof. Lennart Nacke Université de Waterloo UX &

Transcript of Games User Research, User Experience and Flow

jeux vidéo

Prof. Lennart NackeUniversité de Waterloo

UX&

Games User Research, User Experience, and

FlowLennart Nacke, Ph.D.

Associate Professor

CC by Lennart Nacke/Flickrwww.hcigames.com, @acagamic, [email protected]

About me• Associate Professor

• Director of the HCI Games Group at the University of Waterloo

CC by Liz Henry/Flickr

Body Signals

Electrodermal Activity• EDA

• Primary index of arousal

• Increased sweat gland activity

• Sympathetic nervous system

Facial Electromyography• EMG • Muscle contraction result in electrical activity • Primary index of hedonic valence

Brow muscle (negative valence)

Periocular muscle (high arousal, positive valence)

Cheek muscle (positive valence)

C3 CMS DRLCz C4

F3 F4

FC5 FC1 FC2 FC6

Fz

Pz

Oz

P4

AF4

Fp2

PO4

O2O1

CP2

F8

T8T7

P8

CP6

PO3

P3P7

CP1CP5

AF3

F7

Fp1

Chatrian, G. E., Lettich, E., & Nelson, P. L. (1988). Modified nomenclature for the "10%" electrode system. Journal of Clinical Neurophysiology: Official Publication of the American Electroencephalographic Society, 5(2), 183-186.

Frontal (F)

Parietal (P)

Occipital (O)

Temporal (T)Central (C)

Odd Numbers Even Numbers

Electroencephalography

Psychophysiological Inference

• Body and Mind Relations • One-to-one • One-to-many • Many-to-one • Many-to-many • Null relations

• Measure operation and activity of • Muscles • Nerve cells • Glands

Csíkszentmihályi’s Flow

Skills HighLow

High

Low

Challenge

Anxiety

Apathy Boredom

Flow

What's Flow?• Concentration focused on present moment

• Action and consciousness merge

• Self-awareness lost

• Full control over your actions

• Distorted time perception

• The activity is rewarding in itself

Synthesis of Flow ModelsModel Effectance Identification Transportation Mental

Workload

Csiksz.Action

awareness, control

Self-awareness lost

Concentration time distort.

JonesClear goals, feedback,

controlSelf-concern

lostEffortless

involvement

Task completion, focused att.

CowleyChallenge,

control, clear goals, feedb.

Identity, self-awareness weakened

Immersion Challenge, less time perception

Sweetser et alChallenge,

skills, control, clear goals, fb

Immersion Concentration challenge skills

Biometric Storyboards• A single User Experience

(UX) graph • Intended UX • Actual UX

• Comparison study (N=24) of different player testing approaches

Pejman Mirza-Babaei, Lennart E. Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How does it play better?: exploring user testing and biometric storyboards in games user research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13). ACM, New York, NY, USA, 1499-1508. DOI=10.1145/2470654.2466200

Repidly• Online tool to

review experience

• Rapid evaluation

• Annotate videos and physiological signals

Bachelor’s Thesis project from Mike Schaekermann

Repidly• Easy to associate

game events with physiological events

• Rapid annotation

Bachelor’s Thesis project from Mike Schaekermann

Player Data Visualization

• Mixed visualization of qualitative and quantitative player data overlaid on top of a level

• The overall hue of the paths conveys areas with high (B and C) and low (A) player arousal

Pejman Mirza-Babaei, Günter Wallner, Graham McAllister, and Lennart E. Nacke. 2014. Unified visualization of quantitative and qualitative playtesting data. In CHI '14 Extended Abstracts on Human Factors in Computing Systems (CHI EA '14). ACM, New York, NY, USA, 1363-1368. DOI=10.1145/2559206.2581224

DEVELOPER GUIDELINES1. Use visual experience representations whenever

possible.

2. Give players functionality to annotate their own experience, physiological or otherwise.

3. Set individual threshold markers when trying to track down emotional moments.

4. Tie player performance to spatial player information and virtual locations to improve design.

DEVELOPER GUIDELINES5. When researching game flow, simplify the

dimensions to facilitate experience coding.

6. Built tools that provide quick and actionable insights, do not overemphasize theory.

7. Allow user researchers to drill down deep into your data at points of particular interest.

8. Facilitate inter-developer collaboration, especially between games user research and game design.

Thank youContact me at…

[email protected]

@acagamic (Twitter)

www.hcigames.com

uwaterloo.ca/games-institute/

www.immerse-network.com