POSTED 31.12.13 / BY HOTWASABI

HOW DOES CONTENT FEEL?

Many analysts are predicting that Video games will be the fastest-growing and most exciting form of mass media over the coming decade.

 

  • In such a competitive environment understanding what makes a good experience could be the difference between success and failure. The application of traditional User Experience UX testing methods are not fully effective for video games testing since gamers are seeking ‘fun’ and ‘immersion’ rather than task efficiency. When totally immersed a gamer describes a sense of presence as being cut off from reality to such an extent that the game was all that mattered.

 

In the past few years new techniques with origins in psychological analysis have been introduced to shed more light on the experience dynamics of gaming, where the user feedback is more at an emotional level. The continuous representation of emotion is a powerful evaluative tool that can be easily combined with proven usability techniques, such as observational analysis and player interviews. Given a time series of emotional output, researchers can identify interesting features, such as a sudden increase or decrease in an emotional state, then investigate the corresponding underlying trigger in post testing analysis and interviews. The project reviewed, refined, and created new UX and Usability methodologies to effectively incorporate user physiological (Biofeedback) data to provide greater insight on user emotional and behavioral preferences related to the digital media, such as video games or branded content. Adapting commercially available biometric products, combined with proven UX techniques and digital video/data capture, the methodologies were refined with wide-scale user testing against different digital content, game genres, design criteria, and participants, creating a rich database of user experience.

 

Using this data bespoke algorithms were derived to provide real-time emotional event triggers, which form the basis of participant post-test interview analysis; exploring the rationale behind the event. The project proposed effective ways in which to present test results/data such that the right level of information is available at each stage of the design process.

 

 

This work was being produced by leading London based UE agency Seren and Kingston University (Digital Media Kingston) as part of a London Creative & Digital Fusion collaboration award scheme to help SMEs in the creative and digital sectors access support in form of facilities and expertise from a selected number of Higher Education Institutions and Independent Research Organizations in London.

CATEGORIES

Design

Business

Biometrics

Methodology

Games

Technology

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I am passionate about innovative design and creating user experiences at the intersection of art, science and technology.

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