CS449/649: Human-Computer Interaction

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Transcription:

CS449/649: Human-Computer Interaction Winter 2018 Lecture XX Anastasia Kuzminykh

User Centered Design Process January 4 - March 1 History of user centered design in HCI March 6, March 8 Course Review March 27 Academic HCI March 13, March 15 Presentation 2 March 29 Special topics in HCI March 20, March 22 Last class April 3

Special topics Gamification Accessibility in HCI

Gamification - the use of game mechanics and game dynamics in a non-game context Term coined by Nick Pelling in 2002. Gained popularity around 2010 Used in design to increase motivation and engagement

Game mechanics Gamespace Player representation Rules Competition Collaboration Element of chance Feedback system Evidence of accomplishments Goals and challenges Transparency

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

Meaning of the gamespace Engagement elements Often achieved by storytelling practices Should be heavily supported by visual elements Gamified goals should connect to personal goals Connecting to a meaningful community of Social game context interest is helpful Building upon social meaning within the created Game objectives story and and outside Meaningful of it choices feedback

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

Challenge Goals Rules Feedback

Challenge Goals Rules Feedback Personally meaningful Customizable Socially meaningful Clearly presented Achievable

Challenge Goals Rules Feedback Personally meaningful Customizable Transparent Reliable Socially meaningful Clearly presented Achievable

Challenge Goals Rules Feedback Personally meaningful Transparent Informational Customizable Reliable Meaningful rewards Socially meaningful Juicy Clearly presented Achievable

Interesting and meaningful challenges Clear goals, organized by increasing difficulty Engagement elements Match the edge of user abilities Make rewards meaningful internally and externally Feedback should be informational Feedback Meaning in of more the effective when hitting emotional level gamespace Social game context Game objectives and feedback Meaningful choices

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

Engagement elements Support voluntarism and autonomy Make choices feel meaningful and impactful Support multiple ways of problem solving Lead users in the right direction but don t force them Meaning of the Social game context gamespace Game objectives and feedback Meaningful choices

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

The Robbers Cave Experiment by Muzafer Sherif Realistic conflict theory - situation when two or more groups that are seeking the same limited resources leads to conflicts, negative stereotypes and discrimination between groups. In-group out-group bias - pattern of favoring members of one's in-group over out-group members https://thepsychologist.bps.org.uk/volume-27/edition-11/necessarily -collectivistic

Engagement elements Connect to meaningful communities Allow users to group and regroup Support community internal activities Meaning Support of the setting shared goals gamespace Support status and reputation representations Support players representation customization Game objectives and feedback Meaningful choices Social game context

Engagement elements Meaning of the gamespace Social game context Game objectives and feedback Meaningful choices

Cow Clicker by Ian Bogost

Self-Determination theory Intrinsic motivation Extrinsic motivation

Self-Determination theory Intrinsic motivation Extrinsic motivation Feeling capable of doing something Possibility of achievement Feeling free to choose how to do something Fulfilling an obligation Feeling connected to other people

Single game element Serious games

Single game element Serious games Games design with a main purpose being other than entertainment Military, education, health, science, engineering, management, etc.

Games Research in HCI - Player-Computer Interaction (PCI) area concerned with studying games, gaming and play Paradigms of games research in HCI: Operative - knowledge gained from the study of games or play to exert control upon the world, such as encouraging exercise or learning Epistemological - uses games as a vehicle for understanding the use of all technologies, such as virtual embodiment or interfaces Ontological - the design and understanding of the ontology of games: rules, aesthetic, interfaces, fiction and game design patterns Practice - the emergent practices and experiences that occur as a result of interaction with games, or interaction with technology with a lusory attitude Carter, Marcus, et al. "Paradigms of games research in HCI: a review of 10 years of research at CHI." Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play. ACM, 2014.