Skip to main content

A Project-Based Study on User Guidance for Interaction Design

  • Conference paper
  • First Online:
Book cover Cross-Cultural Design. Experience and Product Design Across Cultures (HCII 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12771))

Included in the following conference series:

  • 1362 Accesses

Abstract

This paper studies the usage of user guidance in interaction design based on a digital media art project. A reflection on the project is first conducted to introduce the case. Data on user experience in the project is analyzed to demonstrates the importance of user guidance, and possible optimizations for improving the efficiency of user guidance are discussed. The result suggests that effectively designed user guidance can improve users’ experience in an interactive digital artwork, and guidance can be more important for interactions requiring controls unfamiliar with the users. The Fogg Behavior Model is applied to discuss the approaches to optimize the efficiency of user guidance. For motivation, the discussion suggests combining user guidance with narratives, adopting interactive guidance, and rewarding participation in guidance. For ability, designers can simplify the interaction and guidance based on target users and familiarize them with the manipulation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Benford, S.: Foreword. In: Candy, L., Ferguson, S. (eds.): Interactive Experience in the Digital Age: Evaluating New Art Practice, pp. v–vi. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-04510-8

  2. Candy, L., Ferguson, S.: Interactive experience, art and evaluation. In: Candy, L., Ferguson, S. (eds.) Interactive Experience in the Digital Age: Evaluating New Art Practice, pp. 1–10. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-04510-8_1

    Chapter  Google Scholar 

  3. Loke, L., Khut, G.P.: Intimate aesthetics and facilitated interaction. In: Candy, L., Ferguson, S. (eds.) Interactive Experience in the Digital Age: Evaluating New Art Practice, pp. 91–108. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-04510-8_7

    Chapter  Google Scholar 

  4. Yun, H.R., Kim, D.W., Ishii, T.: A study of digital media art utilizing the contents of the architecture cultural property. Int. J. Asia Digit. Art Des. Assoc. 17(2), 77–84 (2013). https://doi.org/10.20668/adada.17.2_77

  5. Pastor, A.: Augmenting reality: on the shared history of perceptual illusion and video projection mapping (2020). https://arxiv.org/abs/2005.14317

  6. Dawson, J.D.: A discussion of immersion in human computer interaction: the immersion model of user experience. Ph.D. thesis, Newcastle University (2016). https://theses.ncl.ac.uk/jspui/handle/10443/3685

  7. Edmonds, E.A.: Human computer interaction, art and experience. In: Candy, L., Ferguson, S. (eds.) Interactive Experience in the Digital Age: Evaluating New Art Practice, pp. 11–23. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-04510-8_2

    Chapter  Google Scholar 

  8. Wright, P., McCarthy, J.: The value of the novel in designing for experience. In: Pirhonen, A., Isomäki, H., Roast, C., Saariluoma, P. (eds.) Future Interaction Design, pp. 9–30. Springer, London (2005). https://doi.org/10.1007/1-84628-089-3_2

    Chapter  Google Scholar 

  9. Zhou, Y., Xiao, S., Tang, N., Wei, Z., Chen, X.: Pmomo: projection mapping on movable 3D object. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 781–790. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2858036.2858329

  10. Witthayathada, O., Nishio, K.: BUBUU: 3D animation with interactive projection mapping. In: Proceedings of the Annual Conference of JSSD, vol. 66, pp. 442–443 (2019). https://doi.org/10.11247/jssd.66.0_442

  11. Markopoulos, P., Shen, X., Wang, Q., Timmermans, A.: Neckio: motivating neck exercises in computer workers. Sensors 20(17), 4928 (2020). https://doi.org/10.3390/s20174928

    Article  Google Scholar 

  12. Sinnig, D., Pitula, K., Becker, R., Radhakrishnan, T., Forbrig, P.: Structured digital storytelling for eliciting software requirements in the ICT4D domain. In: Forbrig, P., Paternó, F., Mark Pejtersen, A. (eds.) HCIS 2010. IAICT, vol. 332, pp. 58–69. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-15231-3_7

    Chapter  Google Scholar 

  13. Wang, Z., et al.: Information-level AR instruction: a novel assembly guidance information representation assisting user cognition. Int. J. Adv. Manuf. Technol. 106(1–2), 603–626 (2019). https://doi.org/10.1007/s00170-019-04538-9

    Article  Google Scholar 

  14. Rojtberg, P.: User guidance for interactive camera calibration (2019). https://arxiv.org/abs/1907.04104

  15. Smith, G.M.: What Media Classes Really Want to Discuss. Routledge, Oxon (2011)

    Google Scholar 

  16. Get to know your Xbox One Wireless Controller. https://support.xbox.com/en-US/help/hardware-network/controller/xbox-one-wireless-controller. Accessed 25 Jan 2021

  17. Huynh, E., Nyhout, A., Ganea, P., Chevalier, F.: Designing narrative-focused role-playing games for visualization literacy in young children (2020). https://arxiv.org/abs/2008.13749

  18. El-Nasr, M.S., Milam, D., Maygoli, T.: Experiencing interactive narrative: a qualitative analysis of Façade. Entertainment Comput. 4(1), 39–52 (2013). https://www.sciencedirect.com/science/article/pii/S187595211200016X

  19. Følstad, A., Hornbæk, K., Ulleberg, P.: Social design feedback: evaluations with users in online ad-hoc groups. Hum.-Centric Comput. Inf. Sci. 3(1), 1–27 (2013). https://doi.org/10.1186/2192-1962-3-18

    Article  Google Scholar 

  20. Fogg, B.J.: The new rules of persuasion. RSA J. 155(5538), 24–29 (2009). https://www.jstor.org/stable/41380568

  21. Forbrig, P.: Foreword. In: Kunert, T. (eds.) User-Centered Interaction Design Patterns for Interactive Digital Television Applications, pp. vii–viii. Springer, London (2009).https://doi.org/10.1007/978-1-84882-275-7

  22. Mieczakowski, A., Langdon, P., Clarkson, P.J.: Investigating designers’ and users’ cognitive representations of products to assist inclusive interaction design. Univers. Access Inf. Soc. 12, 279–296 (2013). https://doi.org/10.1007/s10209-012-0278-8

    Article  Google Scholar 

  23. Sánchez, J., Espinoza, M.: Video game design for mobile phones. In: Forbrig, P., Paternó, F., Mark Pejtersen, A. (eds.) HCIS 2010. IAICT, vol. 332, pp. 199–210. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-15231-3_20

    Chapter  Google Scholar 

  24. Fogg, B.J.: A behavior model for persuasive design. In: Proceedings of the 4th International Conference on Persuasive Technology, PERSUASIVE 2009, Article 40. Association for Computing Machinery, New York (2009). https://doi.org/10.1145/1541948.1541999

  25. Xi, A.T.Y., Marsh, T.: Identifying triggers within persuasive technology and games for saving and money management. In: Baek, Y., Ko, R., Marsh, T. (eds.) Trends and Applications of Serious Gaming and Social Media. GMSE, pp. 51–70. Springer, Singapore (2014). https://doi.org/10.1007/978-981-4560-26-9_4

    Chapter  Google Scholar 

  26. Lakovic, V.: Crisis management using persuasive technology in a Mobile Game for children. Health Technol. 10(6), 1579–1590 (2020). https://doi.org/10.1007/s12553-020-00476-9

    Article  Google Scholar 

  27. Nelson, M., Mateas, M.: Towards automated game design. In: Basili, R., Pazienza, M.T. (eds.) AI*IA 2007. LNCS (LNAI), vol. 4733, pp. 626–637. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-74782-6_54

    Chapter  Google Scholar 

  28. Gingold, C.: What warioware can teach us about game design. Game Stud. 5(1) (2005). https://www.gamestudies.org/0501/gingold/

  29. Spitzer, D.R.: Motivation: the neglected factor in instructional design. Educ. Technol. 36(3), 45–49 (1996). https://www.jstor.org/stable/44428339

  30. Hironaka, E., Murakami, T.: Game design methodology considering user experience in comprehensive contexts (trial on inducing player to terminate game contentedly by motivation control). In: Ahram, T.Z. (ed.) AHFE 2018. AISC, vol. 795, pp. 390–402. Springer, Cham (2019). https://doi.org/10.1007/978-3-319-94619-1_39

    Chapter  Google Scholar 

  31. Cota, T.T., Ishitani, L., Vieira, N.: Mobile game design for the elderly: a study with focus on the motivation to play. Comput. Hum. Behav. 51(Part A), 96–105 (2015). https://doi.org/10.1016/j.chb.2015.04.026

  32. Nintendo: Intelligent Systems: WarioWare: Smooth Moves. Nintendo, Kyoto (2006)

    Google Scholar 

  33. Merrill, M., Li, Z., Jones, M.: Limitations of first generation instructional design. Educ. Technol. 30(1), 7–11 (1990). https://www.jstor.org/stable/44425441

  34. Begy, J., Consalvo, M.: Achievements, motivations and rewards in Faunasphere. Game Stud. 11(1) (2011). https://www.gamestudies.org/1101/articles/begy_consalvo

  35. Hunicke, R.: The case for dynamic difficulty adjustment in games. In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 429–433. Association for Computing Machinery, New York (2005). https://doi.org/10.1145/1178477.1178573

  36. Hendrix, M., Bellamy-Wood, T., McKay, S., Bloom, V., Dunwell, I.: Implementing adaptive game difficulty balancing in serious games. IEEE Trans. Games 11(4), 320–327 (2019). https://doi.org/10.1109/TG.2018.2791019

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Fang Liu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cao, S., Liu, F. (2021). A Project-Based Study on User Guidance for Interaction Design. In: Rau, PL.P. (eds) Cross-Cultural Design. Experience and Product Design Across Cultures. HCII 2021. Lecture Notes in Computer Science(), vol 12771. Springer, Cham. https://doi.org/10.1007/978-3-030-77074-7_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-77074-7_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77073-0

  • Online ISBN: 978-3-030-77074-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics