Playability heuristics for mobile games | Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (original) (raw)
Published: 12 September 2006 Publication History
Abstract
Expert evaluation is a widely used method for evaluating the usability of software products. When evaluating games, traditional usability heuristics lack comprehension and cannot be directly applied. In this paper, we introduce playability heuristics that are specifically designed for evaluating mobile games. Heuristics form a core model that can be used in any mobile game evaluation. The model consists of three modules: Game Usability, Mobility, and Gameplay. The mobile context has some unique characteristics, which require special attention during the evaluation. These characteristics are described in mobility heuristics. Mobile devices also set some of their own requirements for general usability and these issues are described along with game usability heuristics. These heuristics have been developed by using an iterative design process of a mobile game. In addition, we have validated the heuristics and evaluated five mobile games by using them with the expert evaluation method. The results indicate that playability problems, which violate game usability or mobility heuristics, are quite easy to identify. Gameplay problems are harder to find, but gameplay heuristics help in evaluation and focus on different aspects of the gameplay.
References
[1]
Björk S., Holopainen J., Patterns in Game Design, Charles River Media, Hingham, MA, 2005.
[2]
Csikszentmihalyi M., Flow: The psychology of Optimal Experience, Harper Perennial, MA, 2005.
[3]
Desurvire H., Caplan M., Toth J. A., Using Heuristics to Evaluate the Playability of Games. In Proceedings of Computer-Human Interaction 2004, pp. 1509--1512.
[4]
Falstein N., Better by Design. Column Series in Game Developers Magazine, 2004
[5]
Federoff M., Heuristics and Usability Guidelines for the Creation and Evaluation of FUN in Video Games. Thesis at the University Graduate School of Indiana University, Dec 2002.
[6]
Idean Research, Series 60 Developer Platform 2.0: Usability Guidelines for Symbian C++ Games, Forum Nokia, Available at www.forum.nokia.com
[7]
International Organization for Standardization (ISO) 9241-11: Ergonomic Requirements for Office Work with Visual Display Terminals, Part 11: Guidance on Usability, 1998
[8]
Koivisto E. M. I, Korhonen H., Mobile Game Playability Heuristics, 2006, Available at www.forum.nokia.com
[9]
Järvinen, A., Heliö, S., and Mäyrä, F., Communication and Community in Digital Entertainment Services - Prestudy Research Report. University of Tampere, 2002. Available at tampub.uta.fi/tup/951-44-5432-4.pdf.
[10]
Malone, T. W., Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games. In Proceedings of the 3rd ACM SIGSMALL Symposium and the first SIGPC Symposium 1980, pp. 162--169.
[11]
Muller, M. J., McClard, A., Bell, B., Dooley, S., Meiskey, L., Meskill, J. A., Sparks, R., Tellam, D. Validating and Extension to Participatory Heuristic Evaluation: Quality of Work and Quality of Work Life. In Proceedings of Computer Human Interaction 1995, pp.115--116.
[12]
Mulligan, J., and Patrovsky, B. Developing Online Games. New Riders, Indiana, 2003. pp 137.
[13]
Nielsen, J., Enhancing the Explanatory Power of Usability Heuristics. In proceedings of Computer Human Interaction 1994, pp 152--158.
[14]
Nielsen, J., Usability Engineering, Academic Press, London, 1993.
[15]
Nielsen, J., Molich R. Heuristic Evaluation of User Interfaces. In Proceedings of Computer Human Interaction 1990, pp. 249--256.
[16]
Rollings A., Adams E., On Game Design, New Riders, Indiana, 2003.
Information & Contributors
Information
Published In
MobileHCI '06: Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
September 2006
320 pages
Copyright © 2006 ACM.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]
In-Cooperation
- SIGMOBILE: ACM Special Interest Group on Mobility of Systems, Users, Data and Computing
- SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
Association for Computing Machinery
New York, NY, United States
Publication History
Published: 12 September 2006
Permissions
Request permissions for this article.
Check for updates
Author Tags
Qualifiers
- Article
Conference
MobileHCI06
Acceptance Rates
Overall Acceptance Rate 202 of 906 submissions, 22%
Contributors
Other Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- View Citations
- Downloads (Last 12 months)112
- Downloads (Last 6 weeks)22
Reflects downloads up to 22 Dec 2024
Other Metrics
Citations
- Oliveira RLins FCorreia Neto J(2024)Avaliação de Usabilidade de Jogos Educacionais para pessoas com a Síndrome de Williams-BeurenRevista Brasileira de Informática na Educação10.5753/rbie.2024.245232(181-212)Online publication date: 7-Apr-2024
- Pessoa LMartins LHsu Mde Freitas R(2024)ZoAM GameBot: A Journey to the Lost Computational World in the AmazoniaJournal on Computing and Cultural Heritage 10.1145/365730317:3(1-21)Online publication date: 11-May-2024
- Azizi EZaman L(2024)AstroBug: Automatic Game Bug Detection Using Deep LearningIEEE Transactions on Games10.1109/TG.2024.340262616:4(793-806)Online publication date: Dec-2024
- Iyer RNdulue CMeier SOrji R(2024)Smartphone Games Heuristics (SmGH) – Towards a Standard Set of Platform-Centric Heuristic for Smartphone Games EvaluationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2356911(1-22)Online publication date: 11-Jun-2024
- Li E(2024)The effect of game playability on avatar identification for mobile role-playing gamesUniversal Access in the Information Society10.1007/s10209-024-01161-8Online publication date: 9-Oct-2024
- Anuar NOthman M(2024)Development and validation of progressive web application usability heuristics (PWAUH)Universal Access in the Information Society10.1007/s10209-022-00925-423:1(245-273)Online publication date: 1-Mar-2024
- Meinecke AHeidrich DDworatzyk KTheis S(2024)A Comparative Heuristic Evaluation of Kadi4Mat Through Human Evaluators and GPT-4HCI International 2024 – Late Breaking Papers10.1007/978-3-031-76821-7_8(91-108)Online publication date: 17-Dec-2024
- Morard SPaukovics ESanchez E(2024)Understanding Player Experience in Museum-Based Learning Games: A Mixed-Methods AnalysisSerious Games10.1007/978-3-031-74138-8_14(177-195)Online publication date: 7-Nov-2024
- Bedard ABedard KZhang Q(2024)Games that Move You: A Cinematic User Experience Evaluation of VR GamesVirtual, Augmented and Mixed Reality10.1007/978-3-031-61041-7_11(166-181)Online publication date: 1-Jun-2024
- Chen ZLam C(2024)Exploring Player Experience in Mobile Learning Through Location-Based GamesHuman-Centered Design, Operation and Evaluation of Mobile Communications10.1007/978-3-031-60458-4_13(183-195)Online publication date: 1-Jun-2024
- Show More Cited By
View Options
Login options
Check if you have access through your login credentials or your institution to get full access on this article.
Full Access
View options
View or Download as a PDF file.
eReader
View online with eReader.
Media
Figures
Other
Tables
Affiliations
Hannu Korhonen
Nokia Research Center, Tampere, Finland
Elina M. I. Koivisto
Nokia Research Center, Tampere, Finland