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Games User Research, User Experience and Flow

Présentation du Prof Lennart Nacke, University of Waterloo, lors de la conférence du 12 novembre 2015 dans le cadre de la Journée Mondiale de l'Utilisabilité de HEC Montréal #engageUX

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Games User Research, User Experience and Flow

  1. 1. jeux vidéo Prof. Lennart Nacke Université de Waterloo UX&
  2. 2. Games User Research, User Experience, and Flow Lennart Nacke, Ph.D. Associate Professor CC by Lennart Nacke/Flickr www.hcigames.com, @acagamic, lennart.nacke@acm.org
  3. 3. About me • Associate Professor • Director of the HCI Games Group at the University of Waterloo
  4. 4. CC by Liz Henry/Flickr Body Signals
  5. 5. Electrodermal Activity • EDA • Primary index of arousal • Increased sweat gland activity • Sympathetic nervous system
  6. 6. 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)
  7. 7. C3 CMS DRLCz C4 F3 F4 FC5 FC1 FC2 FC6 Fz Pz Oz P4 AF4 Fp2 PO4 O2O1 CP2 F8 T8T7 P8 CP6 PO3 P3 P7 CP1 CP5 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
  8. 8. 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
  9. 9. Csíkszentmihályi’s Flow Skills HighLow High Low Challenge Anxiety Apathy Boredom Flow
  10. 10. 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
  11. 11. Synthesis of Flow Models Model Effectance Identification Transportation Mental Workload Csiksz. Action awareness, control Self-awareness lost Concentration time distort. Jones Clear goals, feedback, control Self-concern lost Effortless involvement Task completion, focused att. Cowley Challenge, control, clear goals, feedb. Identity, self- awareness weakened Immersion Challenge, less time perception Sweetser et al Challenge, skills, control, clear goals, fb Immersion Concentration challenge skills
  12. 12. 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, NewYork, NY, USA, 1499-1508. DOI=10.1145/2470654.2466200
  13. 13. Repidly • Online tool to review experience • Rapid evaluation • Annotate videos and physiological signals Bachelor’sThesis project from Mike Schaekermann
  14. 14. Repidly • Easy to associate game events with physiological events • Rapid annotation Bachelor’sThesis project from Mike Schaekermann
  15. 15. 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, NewYork, NY, USA, 1363-1368. DOI=10.1145/2559206.2581224
  16. 16. DEVELOPER GUIDELINES 1. 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.
  17. 17. DEVELOPER GUIDELINES 5. 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.
  18. 18. Thank you Contact me at… len@uwaterloo.ca @acagamic (Twitter) www.hcigames.com uwaterloo.ca/games-institute/ www.immerse-network.com

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