Testing a walkthrough methodology for theory-based design of walk-up-and-use interfaces
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User interface evaluation in the real world: a comparison of four techniques
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cognitive walkthroughs: a method for theory-based evaluation of user interfaces
International Journal of Man-Machine Studies
Comparison of empirical testing and walkthrough methods in user interface evaluation
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability inspection methods
The pluralistic usability walkthrough: coordinated empathies
Usability inspection methods
Enhancing the explanatory power of usability heuristics
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An interpreted demonstration of computer game design
CHI 98 Cconference Summary on Human Factors in Computing Systems
Interface-Walkthroughs: Efficient Collaborative Testing
IEEE Software
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Video game values: Human-computer interaction and games
Interacting with Computers
Audio Puzzler: piecing together time-stamped speech transcripts with a puzzle game
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Using genres to customize usability evaluations of video games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Usability heuristics for networked multiplayer games
Proceedings of the ACM 2009 international conference on Supporting group work
Expert review method in game evaluations: comparison of two playability heuristic sets
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Accounting for affective responses in video games
Proceedings of the 27th ACM international conference on Design of communication
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Do games motivate mobile content sharing?
ICADL'10 Proceedings of the role of digital libraries in a time of global change, and 12th international conference on Asia-Pacific digital libraries
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
Everyone can do magic: an interactive game with speech and gesture recognition
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Heuristic evaluation of persuasive health technologies
Proceedings of the 1st ACM International Health Informatics Symposium
Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Critical review on video game evaluation heuristics: social games perspective
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Raptor: sketching games with a tabletop computer
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Weak inter-rater reliability in heuristic evaluation of video games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Customization for games: lessons from variants of texas hold'em
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Evaluation of video game interfaces
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: design for all and eInclusion - Volume Part I
Towards adaptive virtual camera control in computer games
SG'11 Proceedings of the 11th international conference on Smart graphics
The explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Usability of educational computer game (Usa_ECG): applying analytic hierarchy process
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Heuristics for evaluating IT security management tools
Proceedings of the Seventh Symposium on Usable Privacy and Security
Heuristic evaluation of programming language features: two parallel programming case studies
Proceedings of the 3rd ACM SIGPLAN workshop on Evaluation and usability of programming languages and tools
Remix and play: lessons from rule variants in texas hold'em and halo 2
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Modelling virtual camera behaviour through player gaze
Proceedings of the 6th International Conference on Foundations of Digital Games
Anãlise comparativa de heurísticas para avaliação de jogos digitais
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Serious games as input versus modulation: different evaluations of utility
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Interacting with TV: report of a user experience evaluation considering affective state
Proceedings of the 18th Brazilian symposium on Multimedia and the web
Exploitation of heuristics for virtual environments
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
A framework for usability evaluation of mobile mixed reality games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Heuristics for social games with a purpose
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Integrating usability evaluation into model-driven video game development
HCSE'12 Proceedings of the 4th international conference on Human-Centered Software Engineering
Exploring playability of social network games
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
Button blender: remixing input to improve video game accessibility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing children's digital games on nutrition with playability heuristics
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Building a dictionary of game-descriptive words to study playability
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Memotree: using online social networking to strengthen family communication
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
"Critic-proofing" of the cognitive aspects of simple games
Computers & Education
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Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.