Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Labeling images with a computer game
Proceedings of the SIGCHI 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
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
The effect of speech recognition accuracy rates on the usefulness and usability of webcast archives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Videolyzer: quality analysis of online informational video for bloggers and journalists
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playable data: characterizing the design space of game-y infographics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Puzzle games: player strategies across different interaction modalities
Proceedings of the 4th International Conference on Fun and Games
An analysis of player strategies and performance in audio puzzles
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Animated CAPTCHAs and games for advertising
Proceedings of the 22nd international conference on World Wide Web companion
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We have developed an audio-based casual puzzle game which produces a time-stamped transcription of spoken audio as a by-product of play. Our evaluation of the game indicates that it is both fun and challenging. The transcripts generated using the game are more accurate than those produced using a standard automatic transcription system and the time-stamps of words are within several hundred milliseconds of ground truth.