GAME UX
SUMMIT ’17
#GAMEUXSUMMIT ‘17 / TORONTO
Challenges of Evaluating Player
Cognition & Emotion
Lennart Nacke | @acagamic
Associate Professor, University of Waterloo
#GAMEUXSUMMIT ‘17 / TORONTO
§ Associate Professor, Games User Research
§ Ph.D. in Game Development, Keyword: Fun
§ Director of the HCI Games Group at the
University of Waterloo
§ Ask me about SWaGUR
WHO AM I?
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
§ Discuss core challenges of evaluating cognitive and emotional
factors of Game UX
§ Raise awareness of using a scientific, iterative UX design
approach
§ Show some examples of our work
WHY AM I HERE?
#GAMEUXSUMMIT ‘17 / TORONTO
1. Understanding cognition, affect, emotion
2. Eight challenges of user research in this field
Overview
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
Cognition
Affect
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
EMOTION
#GAMEUXSUMMIT ‘17 / TORONTO
Experiencing and
interpreting novel
information
may cause
neurophysiological
pleasure
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
Gamers are a little
more complicated
to read…
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 1: Inducing player emotions
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 2: Real-time processing of human factors
#GAMEUXSUMMIT ‘17 / TORONTO
1
9
PHYSIOLOGICAL DATA
Common measures include skin conductance
level, EEG, EMG,,and heart rate.
PHYSIOLOGICAL MEASURES
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 3: Visualizing complex high-density data
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 4: Personalizing the player experience
Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User
Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, ACM.
http://doi.org/10.1145/2967934.2968082
#GAMEUXSUMMIT ‘17 / TORONTO
BrainHex (from Chris Bateman)
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 5: Representing all facets of UX
Source: Peter Morville
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 6: Picking the right measures
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 7: Measuring how and what we learn
#GAMEUXSUMMIT ‘17 / TORONTO
CHALLENGE 8: Evaluating VR immersion
Source: Neurable.com
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
#GAMEUXSUMMIT ‘17 / TORONTO
Design Guidelines for Immersive VR Games
1. Audio Feedback is generally important but visual senses are more
prominent in VR and more important to design for
2. Avoid forced camera movements when porting PC titles to VR
3. Limit play session time for gamepad-based VR navigation and
consider game design that can accommodate players that need a
break
4. Design for exploration in VR gameplay, the sensory experience is
more important than progression in gameplay
#GAMEUXSUMMIT ‘17 / TORONTO
1. Inducing player emotions
2. Real-time processing of human
factors
3. Visualizing complex high-density
data
4. Personalizing the player experience
8 Challenges
5. Representing all facets of
UX
6. Picking the right measures
7. Measuring learning
8. Evaluating VR immersion
#GAMEUXSUMMIT ‘17 / TORONTO
Contact Me
THANK YOU FOR YOUR ATTENTION TODAY
HCI Games Group, University of Waterloo, Ontario, Canada
Thank you to Katja Rogers, Joe Tu, Andrew Cen for the videos
P.S. Buy our new book: Games User Research (Oxford University Press),
pre-orders coming January 2018
P H O N E
(+1) 519-888-4567 x38251
E M A I L
len@uwaterloo.ca
W E B S I T E
www.hcigames.com

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Game UX Summit '17: Challenges of Evaluating Player Cognition & Emotion

  • 1. GAME UX SUMMIT ’17 #GAMEUXSUMMIT ‘17 / TORONTO Challenges of Evaluating Player Cognition & Emotion Lennart Nacke | @acagamic Associate Professor, University of Waterloo
  • 2. #GAMEUXSUMMIT ‘17 / TORONTO § Associate Professor, Games User Research § Ph.D. in Game Development, Keyword: Fun § Director of the HCI Games Group at the University of Waterloo § Ask me about SWaGUR WHO AM I?
  • 4. #GAMEUXSUMMIT ‘17 / TORONTO § Discuss core challenges of evaluating cognitive and emotional factors of Game UX § Raise awareness of using a scientific, iterative UX design approach § Show some examples of our work WHY AM I HERE?
  • 5. #GAMEUXSUMMIT ‘17 / TORONTO 1. Understanding cognition, affect, emotion 2. Eight challenges of user research in this field Overview
  • 7. #GAMEUXSUMMIT ‘17 / TORONTO Cognition Affect
  • 9. #GAMEUXSUMMIT ‘17 / TORONTO EMOTION
  • 10. #GAMEUXSUMMIT ‘17 / TORONTO Experiencing and interpreting novel information may cause neurophysiological pleasure
  • 12. #GAMEUXSUMMIT ‘17 / TORONTO Gamers are a little more complicated to read…
  • 14. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 1: Inducing player emotions
  • 18. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 2: Real-time processing of human factors
  • 19. #GAMEUXSUMMIT ‘17 / TORONTO 1 9 PHYSIOLOGICAL DATA Common measures include skin conductance level, EEG, EMG,,and heart rate. PHYSIOLOGICAL MEASURES
  • 20. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 3: Visualizing complex high-density data
  • 22. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 4: Personalizing the player experience Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, ACM. http://doi.org/10.1145/2967934.2968082
  • 23. #GAMEUXSUMMIT ‘17 / TORONTO BrainHex (from Chris Bateman)
  • 24. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 5: Representing all facets of UX Source: Peter Morville
  • 26. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 6: Picking the right measures
  • 27. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 7: Measuring how and what we learn
  • 28. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 8: Evaluating VR immersion Source: Neurable.com
  • 31. #GAMEUXSUMMIT ‘17 / TORONTO Design Guidelines for Immersive VR Games 1. Audio Feedback is generally important but visual senses are more prominent in VR and more important to design for 2. Avoid forced camera movements when porting PC titles to VR 3. Limit play session time for gamepad-based VR navigation and consider game design that can accommodate players that need a break 4. Design for exploration in VR gameplay, the sensory experience is more important than progression in gameplay
  • 32. #GAMEUXSUMMIT ‘17 / TORONTO 1. Inducing player emotions 2. Real-time processing of human factors 3. Visualizing complex high-density data 4. Personalizing the player experience 8 Challenges 5. Representing all facets of UX 6. Picking the right measures 7. Measuring learning 8. Evaluating VR immersion
  • 33. #GAMEUXSUMMIT ‘17 / TORONTO Contact Me THANK YOU FOR YOUR ATTENTION TODAY HCI Games Group, University of Waterloo, Ontario, Canada Thank you to Katja Rogers, Joe Tu, Andrew Cen for the videos P.S. Buy our new book: Games User Research (Oxford University Press), pre-orders coming January 2018 P H O N E (+1) 519-888-4567 x38251 E M A I L [email protected] W E B S I T E www.hcigames.com