Skip to main content

A Specific Measurable Model

How Can Test Results be Influenced by Interactive Prototypes and Design Manuscripts?

  • Conference paper
  • First Online:
HCI in Games: Experience Design and Game Mechanics (HCII 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12789))

Included in the following conference series:

  • 2078 Accesses

Abstract

In the development process of video games, both the iteration of original designs and the verification of new designs are quite frequent, therefore a large number of tests are of great importance. Sketches of designers are usually linear and static, while the interactive prototypes developed from them are non-linear and dynamic. Under this circumstance, the same design, using a design manuscript and an interactive prototype to make the player understand the game’s interaction strategy, can lead to different test results. A controlled experiment has been conducted: for the same interaction design, the design manuscript as well as the interactive prototype were respectively demonstrated to two groups of players, so as to verify the impact of these two on the test results. In the meantime, this paper will provide game developers with a measurable model, which can help them make a choice between interactive prototype and design manuscript in testing. For players, this model can also be used to measure whether the interaction design actually affects their feelings because of the design itself, or because of some static and dynamic effects.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
€34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
EUR 29.95
Price includes VAT (Germany)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
EUR 74.89
Price includes VAT (Germany)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
EUR 96.29
Price includes VAT (Germany)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

') var buybox = document.querySelector("[data-id=id_"+ timestamp +"]").parentNode var buyingOptions = buybox.querySelectorAll(".buying-option") ;[].slice.call(buyingOptions).forEach(initCollapsibles) var buyboxMaxSingleColumnWidth = 480 function initCollapsibles(subscription, index) { var toggle = subscription.querySelector(".buying-option-price") subscription.classList.remove("expanded") var form = subscription.querySelector(".buying-option-form") var priceInfo = subscription.querySelector(".price-info") var buyingOption = toggle.parentElement if (toggle && form && priceInfo) { toggle.setAttribute("role", "button") toggle.setAttribute("tabindex", "0") toggle.addEventListener("click", function (event) { var expandedBuyingOptions = buybox.querySelectorAll(".buying-option.expanded") var buyboxWidth = buybox.offsetWidth ;[].slice.call(expandedBuyingOptions).forEach(function(option) { if (buyboxWidth buyboxMaxSingleColumnWidth) { toggle.click() } else { if (index === 0) { toggle.click() } else { toggle.setAttribute("aria-expanded", "false") form.hidden = "hidden" priceInfo.hidden = "hidden" } } }) } initialStateOpen() if (window.buyboxInitialised) return window.buyboxInitialised = true initKeyControls() })()

Institutional subscriptions

Similar content being viewed by others

References

  • Virzi, R.A., Sokolov, J.L., Karis, D.: Usability problem identification using both low-and high-fidelity prototypes. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 236–243 (April 1996)

    Google Scholar 

  • Virzi, R.A.: What can you learn from a low-fidelity prototype? In: Proceedings of the Human Factors Society Annual Meeting, vol. 33, no. 4, pp. 224–228. SAGE Publications, Los Angeles (October 1989)

    Google Scholar 

  • Wiklund, M.E., Thurrott, C., Dumas, J.S.: Does the fidelity of software prototypes affect the perception of usability? In: Proceedings of the Human Factors Society Annual Meeting, vol. 36, no. 4, pp. 399–403. SAGE Publications, Los Angeles (October 1992)

    Google Scholar 

  • Muller, M.J.: PICTIVE—an exploration in participatory design. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 225–231 (March 1991)

    Google Scholar 

  • Moggridge, B.: Design by story-telling. Appl. Ergon. 24(1), 15–18 (1993)

    Article  Google Scholar 

  • Blake, A.: Game sound: an introduction to the history, theory, and practice of video game music and sound design. J. Des. Hist. 22(3), 226–227 (2009)

    Google Scholar 

  • El-Nasr, M.S., Yan, S.: Visual attention in 3D video games. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 22 pages (June 2006)

    Google Scholar 

  • Cater, K., Chalmers, A., Ledda, P.: Selective quality rendering by exploiting human inattentional blindness: looking but not seeing. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, pp. 17–24 (November 2002)

    Google Scholar 

  • Cater, K., Chalmers, A., Ward, G.: Detail to attention: exploiting visual tasks for selective rendering. In: ACM International Conference Proceeding Series, vol. 44, pp. 270–280 (June 2003)

    Google Scholar 

  • Dye, M.W., Green, C.S., Bavelier, D.: The development of attention skills in action video game players. Neuropsychologia 47(8–9), 1780–1789 (2009)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Gao, X., Liu, N., Liu, YC., Yuan, SS., Hu, ZP. (2021). A Specific Measurable Model. In: Fang, X. (eds) HCI in Games: Experience Design and Game Mechanics. HCII 2021. Lecture Notes in Computer Science(), vol 12789. Springer, Cham. https://doi.org/10.1007/978-3-030-77277-2_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-77277-2_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77276-5

  • Online ISBN: 978-3-030-77277-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics