Player-Computer Interaction 

EVALUATION
MODELS

UNIT 9:

Prof. Dr. Eike Langbehn

Department of Media Technology

Faculty of Design, Media and Information

Hamburg University of Applied Sciences

SECTION NAME

EXAMPLES

UNIT 2:

AGENDA

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

1. INTRO

2. REQUIREMENT
ANALYSIS

3. GAME
DESIGN

0. ORGANIZATION

4. GETTING STARTED
WITH GODOT

5. USER
STUDIES

6. ANALYSIS OF
HUMAN FACTORS

7. INTERACTION
DESIGN

8. ADVANCED PROGRAMMING
WITH GODOT

9. EVALUATION
MODELS

10. MARKET
ANALYSIS

11. NARRATIVE
DESIGN

12. GAME ENGINE
ARCHITECTURE

LEARNING outcomes

  • Knowledge about models for usability evaluation

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

human action cycle

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

 

Gulf of Execution

Discrepancy between goal and execution

Gulf of Evaluation

Discrepancy between display and interpretation

Forming

the goal

Forming
the intention

Specifying
the action

Executing
the action

Evaluating
the outcome

Interpreting
the state of the world

Perceiving
the state of the world

Norman, D. (2013). The Design of Everyday Things. New York, NY: Basic Books

klm-goms

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

  • GOMS:
    • Goals
    • Operators
    • Methods (Sequence of Operators)
    • Selection Rules (Select which Method)
  • Keystroke-level model
    • time estimation for simple tasks with mouse and keyboard

USE-CLOSE-METHOD                   USE-CTRL-W-METHOD

P (to Menu)                 1.1s                      M                                       1.2s

B (LEFT down)          0.1s                      K (CTRL & W)             0.28s

M                                   1.2s

P (to Close)                 1.1s

B (LEFT up)                0.1s

       Total:                      3.6s                Total:                         1.48s

GOAL: CLOSE-WINDOW
[select:

  • GOAL:
    • USE-CLOSE-METHOD
    • MOVE-MOUSE-TO-FILE-MENU
    • PULL-DOWN-FILE-MENU
    • MOVE-MOUSE-TO-CLOSE-OPTION
    • CLICK-CLOSE-OPTION
  • GOAL:
    • USE-CTRL-W-METHOD
    • PRESS-CONTROL-W-KEYS

S. Card, T. Moran, A. Newell: The Psychology of Human Computer Interaction. Lawrence Erlbaum Associates. ISBN0-89859-859-1,1983

fitt's law

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

Speed-Accuracy tradeoff

   Speed and accuracy of motor action

S

D

  • S: Size of target
  • D: Distance to target
  • T: Movement time
  • a,b: empirically determined
  • ID: Index of Difficulty 
  • TP: Throughput / Index of Performance

P. Fitts: The information capacity of the human motor system in controlling the amplitude of movement. Journal of Experimental Psychology, 47(6), pp.381–391, 1954

fitt's law in guis

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

P. Fitts: The information capacity of the human motor system in controlling the amplitude of movement. Journal of Experimental Psychology, 47(6), pp.381–391, 1954

Windows 11

Infinite Target Widths at Edges

steering law

PLAYER-COMPUTER INTERACTION

UNIT 9: EVALUATION MODELS

. Accot and S. Zhai: Performance evaluation of input devices in trajectory-based tasks: An application of the steering law. In Proceedings of ACM CHI 1999, pp. 466–472, 1999 

Navigate through tunnel:

Player-Computer Interaction 

The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood

Unit 9 - V5

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Unit 9 - V5

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