en participants, who were experienced game players, took part in theexperiment. During the experiment sensors were placed on the participants to collect physiological data. These included measures of the moisture produced by sweat glands in the hands and feet, and changes in heart rate and breathing rate. In addition, they videoed participants and asked them to complete user satisfaction questionnaires at the end of the experiment. In order to reduce the effects of learning, half of the participants played first against a friend and then against the computer, and the other half played against the computer first. the setup for recording data while the participants were playing the game. The display shows the physiological data (top right), two participants, and a screen of the game they played. Results from the user satisfaction questionnaire revealed that the mean ratings on a 1–5 scale for each item indicated that playing against a friend was the favored experience in tabular form. Data recorded from the physiological responses was compared for the two conditions and in general revealed higher levels of excitement when participants played against a friend than when they played against the computer. The physiological recordings were also compared across participants and, in general, indicated the same trend. think about the case studies and reflect on the evaluation methods used.
Ten participants, who were experienced game players, took part in theexperiment. During the experiment sensors were placed on the participants to collect physiological data. These included measures of the moisture produced by sweat glands in the hands and feet, and changes in heart rate and breathing rate. In addition, they videoed participants and asked them to complete user satisfaction questionnaires at the end of the experiment. In order to reduce the effects of learning, half of the participants played first against a friend and then against the computer, and the other half played against the computer first.
the setup for recording data while the participants were playing the game. The display shows the physiological data (top right), two participants, and a screen of the game they played. Results from the user satisfaction questionnaire revealed that the mean ratings on a 1–5 scale for each item indicated that playing against a friend was the favored experience in tabular form. Data recorded from the physiological responses was compared for the two conditions and in general revealed higher levels of excitement when participants played against a friend than when they played against the computer. The physiological recordings were also compared across participants and, in general, indicated the same trend.
think about the case studies and reflect on the evaluation methods used.
- How did the use of different methods build on and complement eachother to give a broader picture of the evaluation?
- Which parts of the evaluation were directed at usability goals andwhich at user experience goals?
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