- About this Journal ·
- Abstracting and Indexing ·
- Advance Access ·
- Aims and Scope ·
- Article Processing Charges ·
- Articles in Press ·
- Author Guidelines ·
- Bibliographic Information ·
- Citations to this Journal ·
- Contact Information ·
- Editorial Board ·
- Editorial Workflow ·
- Free eTOC Alerts ·
- Publication Ethics ·
- Reviewers Acknowledgment ·
- Submit a Manuscript ·
- Subscription Information ·
- Table of Contents
Advances in Human-Computer Interaction
Volume 2012 (2012), Article ID 369637, 13 pages
Usability Testing for Serious Games: Making Informed Design Decisions with User Data
1Facultad de Informática, Universidad Complutense de Madrid, 28040 Madrid, Spain
2Laboratory of Computer Science, Massachusetts General Hospital, Harvard Medical School, Boston, MA 02114, USA
Received 19 May 2012; Revised 9 October 2012; Accepted 11 October 2012
Academic Editor: Kiju Lee
Copyright © 2012 Pablo Moreno-Ger et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
- S. de Freitas and M. Oliver, “How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?” Computers and Education, vol. 46, no. 3, pp. 249–264, 2006.
- J. Nielsen, “Heuristic evaluation,” in Usability Inspection Methods, J. Nielsen and R. L. Mack, Eds., vol. 17, pp. 25–62, John Wiley & Sons, 1994.
- M. Kessner, J. Wood, R. F. Dillon, and R. L. West, “On the reliability of usability testing,” in Proceedings of the Extended Abstracts on Human Factors in Computing Systems (CHI '01), p. 97, 2001.
- M. Macleod and R. Rengger, “The development of DRUM: a software tool for video-assisted usability evaluation,” in Proceedings of the 5th International Conference on Human-Computer Interaction (HCI '93), pp. 293–309, August 1993.
- R. J. Pagulayan, K. Keeker, D. Wixon, R. L. Romero, and T. Fuller, “User-centered design in games,” in Design, J. A. Jacko and A. Sears, Eds., vol. 28, pp. 883–906, Lawrence Erlbaum Associates, 2003.
- R. Koster, Theory of Fun for Game Design, Paraglyph, Scottsdale, Ariz, USA, 2004.
- E. Ju and C. Wagner, “Personal computer adventure games: their structure, principles, and applicability for training,” Data Base for Advances in Information Systems, vol. 28, no. 2, pp. 78–92, 1997.
- International Organization For Standardization, “ISO, 9241-11: guidance on usability,” Ergonomic requirements for office work with visual display terminals, 1998, http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=16883.
- A. R. Cooper, The Inmates are Running the Asylum: Why High Tech Products Drive us Crazy and How to Restore the Sanity, Macmillan Publishing, Indianapolis, Ind, USA, 1999.
- J. Nielsen and R. Molich, “Heuristic evaluation of user interfaces,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems Empowering People (CHI '90), pp. 249–256, 1990.
- J. Brooke, “SUS: a ‘quick and dirty’usability scale’,” in Usability Evaluation in Industry, P. W. Jordan, B. Thomas, B. A. Weerdmeester, and I. L. McClelland, Eds., pp. 189–194, Taylor & Francis, London, UK, 1996.
- J. Kirakowski and M. Corbett, “SUMI: the software usability measurement inventory,” British Journal of Educational Technology, vol. 24, no. 3, pp. 210–212, 1993.
- B. D. Harper and K. L. Norman, “Improving user satisfaction: the questionnaire for user interaction satisfaction version 5. 5,” in Proceedings of the 1st Annual Mid-Atlantic Human Factors Conference, pp. 224–228, 1993.
- H. W. Jung, S. G. Kim, and C. S. Chung, “Measuring software product quality: a survey of ISO/IEC 9126,” IEEE Software, vol. 21, no. 5, pp. 88–92, 2004.
- I. Wechsung and A. B. Naumann, “Evaluation methods for multimodal systems: a comparison of standardized usability questionnaires,” in Proceedings of the 4th IEEE tutorial and research workshop on Perception and Interactive Technologies for Speech-Based Systems: Perception in Multimodal Dialogue Systems (PIT '08), vol. 5078 of Lecture Notes in Computer Science, pp. 276–284, 2008.
- R. L. Boring, D. I. Gertman, J. C. Joe, and J. L. Marble, “Proof of concept for A human reliability analysis method for heuristic usability evaluation of software,” in Proceedings of the 49th Annual Meeting of the Human Factors and Ergonomics Society (HFES '05), pp. 676–680, Orlando, Fla, USA, September 2005.
- E. L. C. Law and E. T. Hvannberg, “Analysis of strategies for improving and estimating the effectiveness of heuristic evaluation,” in Proceedings of the 3rd Nordic Conference on Human-Computer Interaction (NordiCHI '04), pp. 241–250, Tampere, Finland, October 2004.
- P. Moreno-Ger, D. Burgos, and J. Torrente, “Digital games in elearning environments: current uses and emerging trends,” Simulation & Gaming, vol. 40, no. 5, pp. 669–687, 2009.
- J. Kirriemuir and A. McFarlane, Literature Review in Games and Learning, NESTA Futurelab, Bristol, UK, 2004.
- R. Van Eck, “Digital game-based learning: it’s not just the digital natives who are restless,” EDUCAUSE Review, vol. 41, no. 2, pp. 16–30, 2006.
- J. P. Gee, Good Videogames and Good Learning: Collected Essays on Video Games, Peter Lang Publishing, New York, NY, USA, 2007.
- V. J. Shute, I. Masduki, and O. Donmez, “Conceptual framework for modeling, assessing, and supporting competencies within game environments,” Technology, Instruction, Cognition, and Learning, vol. 8, no. 2, pp. 137–161, 2010.
- C. S. Loh, “Designing online games assessment as information trails,” in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds., pp. 323–348, Information Science Publishing, Hershey, Pa, USA, 2007.
- K. Squire, “Changing the game: what happens when video games enter the classroom,” Innovate, vol. 1, no. 6, 2005.
- M. P. Eladhari and E. M. I. Ollila, “Design for research results: experimental prototyping and play testing,” Simulation & Gaming, vol. 43, no. 3, pp. 391–412, 2012.
- E. Ollila, Using Prototyping and Evaluation Methods in Iterative Design of Innovative Mobile Games, Tampere University of Technology, Tampere, Finland, 2009.
- J. A. Garcia Marin, E. Lawrence, K. Felix Navarro, and C. Sax, “Heuristic Evaluation for Interactive Games within Elderly Users,” in Proceedings of the 3rd International Conference on eHealth, Telemedicine, and Social Medicine (eTELEMED '11), pp. 130–133, 2011.
- D. Pinelle and N. Wong, “Heuristic evaluation of games,” in Game Usability Advice from the Experts for Advancing the Player Experience, K. Isbister and N. Schaffer, Eds., pp. 79–89, ACM Press, 2008.
- W. Ijsselsteijn, Y. De Kort, K. Poels, A. Jurgelionis, and F. Bellotti, “Characterising and measuring user experiences in digital games,” in Proceedings of the Avances in Computer Entertainment (ACE '07), June 2007.
- K. M. Gilleade and A. Dix, “Using frustration in the design of adaptive videogames,” in Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE '04), pp. 228–232, Singapore, June 2005.
- G. Sim, S. MacFarlane, and J. Read, “All work and no play: measuring fun, usability, and learning in software for children,” Computers and Education, vol. 46, no. 3, pp. 235–248, 2006.
- G. R. White, P. Mirza-Babaei, G. McAllister, and J. Good, “Weak inter-rater reliability in heuristic evaluation of video games,” in Proceedings of the 29th Annual CHI Conference on Human Factors in Computing Systems (CHI '11), pp. 1441–1446, May 2011.
- R. A. Virzi, “Refining the test phase of usability evaluation: how many subjects is enough?” Human Factors, vol. 34, no. 4, pp. 457–468, 1992.
- J. Nielsen and T. K. Landauer, “Mathematical model of the finding of usability problems,” in Proceedings of the Conference on Human Factors in Computing Systems (INTERACT '93) and (CHI '93), pp. 206–213, April 1993.