Knowledge-based evaluation as design support for graphical user interfaces
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Extracting usability information from user interface events
ACM Computing Surveys (CSUR)
The state of the art in automating usability evaluation of user interfaces
ACM Computing Surveys (CSUR)
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
INTERACT '97 Proceedings of the IFIP TC13 Interantional Conference on Human-Computer Interaction
The human-computer interaction handbook
Playback: A method for evaluating the usability of software and its documentation
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How do people really use text editors?
Proceedings of the SIGOA conference on Office information systems
Making sense of low-level usage data to understand user activities
SAICSIT '04 Proceedings of the 2004 annual research conference of the South African institute of computer scientists and information technologists on IT research in developing countries
Combining self-reported and automatic data to improve programming effort measurement
Proceedings of the 10th European software engineering conference held jointly with 13th ACM SIGSOFT international symposium on Foundations of software engineering
Dynamic detection of novice vs. skilled use without a task model
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging
Proceedings of the 2nd International Conference on Fun and Games
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Analytics for the internet of things
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Towards gameplay analysis via gameplay metrics
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Analyzing user behavior via gameplay metrics
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
PADS: enhancing gaming experience using profile-based adaptive difficulty system
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
3PI experiment: immersion in third-person view
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Serious games for health: personalized exergames
Proceedings of the international conference on Multimedia
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Data cracker: developing a visual game analytic tool for analyzing online gameplay
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Data analytics for game development (NIER track)
Proceedings of the 33rd International Conference on Software Engineering
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Instrumenting the crowd: using implicit behavioral measures to predict task performance
Proceedings of the 24th annual ACM symposium on User interface software and technology
Design and evaluation of the educational game DOGeometry: a case study
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
Measuring the impact of knowledge gained from playing FPS and RPG games on gameplay performance
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Hooked! --- evaluating engagement as continuation desire in interactive narratives
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
The MARS --- a multi-agent recommendation system for games on mobile phones
KES-AMSTA'12 Proceedings of the 6th KES international conference on Agent and Multi-Agent Systems: technologies and applications
Empirical analysis of user data in game software development
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Understanding users in the wild
Proceedings of the 10th International Cross-Disciplinary Conference on Web Accessibility
Gameplay experience evaluation centered on participation: the fátima game design case
CHI '13 Extended Abstracts on Human Factors in Computing Systems
In search of learning: facilitating data analysis in educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Identifying emergent behaviours from longitudinal web use
Proceedings of the adjunct publication of the 26th annual ACM symposium on User interface software and technology
Automatic player behavior analysis system using trajectory data in a massive multiplayer online game
Multimedia Tools and Applications
Distinguishing Users By Pointing Performance in Laboratory and Real-World Tasks
ACM Transactions on Accessible Computing (TACCESS)
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
ReVeaLD: A user-driven domain-specific interactive search platform for biomedical research
Journal of Biomedical Informatics
EvalBench: a software library for visualization evaluation
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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Automatic recording of user behavior within a system (instrumentation) to develop and test theories has a rich history in psychology and system design. Often, researchers analyze instrumented behavior in isolation from other data. The problem with collecting instrumented behaviors without attitudinal, demographic, and contextual data is that researchers have no way to answer the 'why' behind the 'what'. We have combined the collection and analysis of behavioral instrumentation with other HCI methods to develop a system for Tracking Real-Time User Experience (TRUE). Using two case studies as examples, we demonstrate how we have evolved instrumentation methodology and analysis to extensively improve the design of video games. It is our hope that TRUE is adopted and adapted by the broader HCI community, becoming a useful tool for gaining deep insights into user behavior and improvement of design for other complex systems.