Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Initial lessons from AR Façade, an interactive augmented reality drama
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating a conversation-centered interactive drama
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Being there: participants and spectators in interactive narrative
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Motivations for rereading in interactive stories: a preliminary investigation
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Limits of rereadability in procedural interactive stories
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using an interactive visual novel to promote patient empowerment through engagement
Proceedings of the International Conference on the Foundations of Digital Games
Getting a word in: adding artificial pauses to natural language interaction
Proceedings of the International Conference on the Foundations of Digital Games
The paradox of rereading in hypertext fiction
Proceedings of the 23rd ACM conference on Hypertext and social media
Reading again for the first time: a model of rereading in interactive stories
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
Hi-index | 0.01 |
There is growing interest in technologies that support user experiences emphasizing aesthetic satisfaction and enjoyment rather than task accomplishment. Evaluating such experiences remains an open research problem. Here we describe a methodology for evaluating the interactive drama Façade, and present the first experimental results. Interactive dramas are "pure" hedonic experiences, forcing a focus on experience quality rather than efficiency and ease of use. Through the coding of retroactive protocols, we reveal play patterns whereby interaction failures are leveraged into new player goals, thus supporting players in maintaining positive interest in the experience even in the face of interaction failures.