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Talks and Poster Presentations (with Proceedings-Entry):

P. Mirza-Babaei, L. Nacke, J. Gregory, N. Collins, G. Fitzpatrick:
"How Does it Play Better? Exploring User Testing and Biometric Storyboards in Game Development";
Talk: CHI 2013, Paris, France; 2013-04-27 - 2013-05-02; in: "Proceedings of CHI 2013", ACM Press, New York, USA (2013), ISBN: 978-1-4503-1899-0; 1499 - 1508.



English abstract:
Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.

Keywords:
Games; Games User Research; User Testing; Storyboards; Physiological Measures; User Experience; Visualization


"Official" electronic version of the publication (accessed through its Digital Object Identifier - DOI)
http://dx.doi.org/10.1145/2470654.2466200

Electronic version of the publication:
http://publik.tuwien.ac.at/files/PubDat_222770.pdf


Created from the Publication Database of the Vienna University of Technology.