Evaluating usability of human-computer interfaces: a practical method
Evaluating usability of human-computer interfaces: a practical method
Cognitive walkthroughs: a method for theory-based evaluation of user interfaces
International Journal of Man-Machine Studies
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
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
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
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
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
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
Button blender: remixing input to improve video game accessibility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
Hi-index | 0.00 |
Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design---the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in reviews of 108 commercial video games. The review set included 18 games from each of six major game genres. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present usability profiles for each genre based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.