Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Activity theory as a potential framework for human-computer interaction research
Context and consciousness
Computer-mediated activity: functional organs in social and developmental contexts
Context and consciousness
Studying context: a comparison of activity theory, situated action models, and distributed cognition
Context and consciousness
Designing educational technology: computer-mediated change
Context and consciousness
Evaluating a multimedia authoring tool
Journal of the American Society for Information Science - Special issue on current research in human-computer interaction
Through the Interface: A Human Activity Approach to User Interface Design
Through the Interface: A Human Activity Approach to User Interface Design
Co-experience: the social user experience
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Designing User Interfaces Using Activity Theory
HICSS '01 Proceedings of the 34th Annual Hawaii International Conference on System Sciences ( HICSS-34)-Volume 5 - Volume 5
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Examining young learners' activity within interactive virtual environments
Proceedings of the 2004 conference on Interaction design and children: building a community
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Architectural designers and the interactive audience
Proceedings of the second Australasian conference on Interactive entertainment
Comparison of think-aloud and constructive interaction in usability testing with children
Proceedings of the 2005 conference on Interaction design and children
Using augmented reality games to teach 21st century skills
ACM SIGGRAPH 2006 Educators program
ACM SIGGRAPH 2006 Educators program
Video game values: Human-computer interaction and games
Interacting with Computers
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Future Play '07 Proceedings of the 2007 conference on Future Play
Discussion: West meets East: Adapting Activity Theory for HCI & CSCW applications?
Interacting with Computers
Discussion: 57 Varieties of Activity Theory
Interacting with Computers
Discussion: Enriching activity theory without shortcuts
Interacting with Computers
Cognition, Technology and Work
Towards a theory of user judgment of aesthetics and user interface quality
ACM Transactions on Computer-Human Interaction (TOCHI)
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Micro Adaptive, Non-invasive Knowledge Assessment in Educational Games
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Understanding, scoping and defining user experience: a survey approach
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of implicit and explicit biofeedback in first-person shooter games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Acting with Technology: Activity Theory and Interaction Design
Acting with Technology: Activity Theory and Interaction Design
Evaluating User Experience in Games: Concepts and Methods
Evaluating User Experience in Games: Concepts and Methods
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Editorial: Modelling user experience - An agenda for research and practice
Interacting with Computers
Editorial: Interplay between usability and software development
Journal of Systems and Software
Where are the Ionians of user experience research?
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
The measurability and predictability of user experience
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
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Adaptive digital educational games (DEGs) providing players with relevant interventions can enhance gameplay experience. This advance in game design, however, renders the user experience (UX) evaluation of DEGs even more challenging. To tackle this challenge, we developed a four-dimension evaluation framework (i.e., gaming experience, learning experience, adaptivity, and usability) and applied it to an empirical study with a DEG on teaching geography. Mixed-method approaches were adopted to collect data with 16 boys aged 10-11. Specifically, a so-called Dyadic User Experience Tests (DUxT) was employed; participants were paired up to assume different roles during gameplay. Learning efficacy was evaluated with a pre-post intervention measurement using a domain-specific questionnaire. Learning experience, gaming experiences and usability were evaluated with intensive in situ observations and interviews guided by a multidimensional scheme; content analysis of these transcribed audio data was supplemented by video analysis. Effectiveness of adaptivity algorithms was planned to be evaluated with automatic logfiles, which, unfortunately, could not be realised due to some technical problem. Nonetheless, the user-based data could offer some insights into this issue. Furthermore, we attempted to bridge the existing gap in UX research - the lack of theoretical frameworks in understanding user experience - by adopting Engestrom's (1987) extended framework of Activity Theory (AT) that provides contextual information essential for understanding contradictions and breakdowns observed in the interactions between the game players. The dyadic gameplay setting allows us to explore the issue of group UX. Implications for further applications of the AT framework in the UX research, especially the interplay between evaluation and redesign (i.e., downstream utility of UX evaluation methods), are discussed.