Abstract
User Experience (UX) evaluation methods can be applied at any stage in the design and development life cycle. While the term user experience is still not well defined, this chapter gives an overview on a large number of UX related terms, dimensions, factors and concepts. It presents specialized UX evaluation methods classified in (a) user-oriented methods including focus groups, interviews, questionnaires, experiments, observation, bio-physiological measurements, (b) expert-oriented methods like heuristic evaluations, (c) automated methods like telemetry analysis and (d) specialized methods for the evaluation of social game play or exertion games. Summarizing the contributions in this book, a user-experience centered game development is presented, allowing readers to understand when in the life cycle to apply what kind of UX evaluation methods.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
allaboutUX (2015) www.allaboutUX.org. Accessed 13 Apr 2015
Bargas-Avila J, Hornbæk K (2011) Old wine in new bottles or novel challenges. Proc CHI’11. pp. 2689–2698
Bernhaupt R, Navarre D, Palanque P,Winckler M (2008) Model-based evaluation: A new way to support usability evaluation of multimodal interactive applications. In: Maturing usability, pp. 96–119. Springer London
Bernhaupt R, Pirker M (2013) Evaluating user experience for interactive television: Towards the development of a domain-specific user experience questionnaire. In: Human-Computer Interaction—INTERACT 2013 (pp. 642–659). Springer Berlin Heidelberg
Bernhaupt R, de Freitas S, Isbister K (2015) Introduction to the special issue on games and HCI. J HCI, to appear
Csikszentmihalyi M (1991) Flow: the psychology of optimal experience. Harper Perennial, N.Y
Desmet PMA, Hekkert P (2007) Framework of product experience. Int J Des 1(1):57–66
Desmet PMA, Overbeeke CJ, Tax SJET (2001) Designing products with added emotional value. Des J 4(1):32–47
Federoff MA (2002) Heuristics and usability guidelines for the creation and evaluation of fun in videogames. Master’s thesis, Department of Telecommunications, Indiana University
Hassenzahl M (2003) The thing and I: understanding the relationship between user and product. In: Blythe MA, MOnk AF, Overbeeke K, Wright PC (eds) Funology: from usability to enjoyment. Kluwer Academic Publishers, Netherlands
Hassenzahl M (2004) The interplay of beauty, goodness, and usability in interactive products. J HCI 19(4):319–349
Hassenzahl M, Tractinsky N (2006) User experience—a research agenda. Behav Inf Technol 25(2):91–97
Hassenzahl M, Diefenbach S, Göritz A (2010) Needs, affect, and interactive products—facets of user experience. Interact Comput 22(5):353–362
Hekkert P (2006) Design aesthetics: principles of pleasure in product design. Psychol Sci 48(2):157–172
Irish D (2005) The game producer’s handbook. Course Technology Press
Jääskö V, Mattelmäki T (2003) Observing and probing. In: Proceedings of the 2003 international conference on Designing pleasurable products and interfaces, pp. 126–131. ACM, New York
Jordan P (2000) Designing pleasurable products. Taylor & Francis, London
Jsselsteijn W, van den Hoogen, Klimmt C, de Kort Y, Lindley C, Mathiak K, … Vorderer P (2008) Measuring the experience of digital game enjoyment. In: Proceedings of measuring behaviour (pp. 88–89). Maastricht, Netherlands
Karapanos E, Zimmerman J, Forlizzi J, Martens J-B (2010) Measuring the dynamics of remembered experience over time. Interact Comput 22(5):328–335
Lavie T, Tractinsky N (2004) Assessing dimensions of perceived visual aesthetics of web sites. Int Journ Hum Comput Studies 60(3):269–298
Law E, Roto V, Hassenzahl M, Vermeeren A, Kort J (2009) Understanding, scoping and defining user experience: a survey approach. Proceeding CHI 09. ACM, New York
Mandryk RL, Inkpen KM, Calvert TW (2006) Using psychophysiological techniques to measure user experience with entertainment technologies. Behav Inf Technol 25(2):141–158
McCarthy J, Wright P (2004) Technology as experience. MIT Press, Cambridge
Norman DA (2004) Emotional design: why we love (or hate) everyday things. Basic Books, New York
Novak J (2008) Game development essentials. Delmar Cengage Learning, Clifton Park, NY
Pirker M, Bernhaupt R, Mirlacher T (2010) Investigating usability and user experience as possible entry barriers for touch interaction in the living room. In: Proceeding of 8th international interactive conference on Interactive TV&Video, pp. 145–154. ACM, New York
Roto V, Ketola P, Huotari S (2008) User experience evaluation in Nokia. Now let’s do it in practice: User experience evaluation methods for product development. www.research.nokia.com. Last accessed 15 June 2009
Sheldon KM, Elliot AJ, Kim Y, Kasser T (2001) What is satisfying about satisfying events? Testing 10 candidate psychological needs. J Person Soc Psychol 80(2):325–339
Wright P, McCarthy J, Meekison L (2003) Making sense of experience. In: Funology, pp. 43–53. Springer Netherlands
Acknowledgements
A special thank you goes to all the people who helped make this second edition come true: Ferdinand Maier, Philippe Palanque, the ICS group and my research teams in France and Austria.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Bernhaupt, R. (2015). User Experience Evaluation Methods in the Games Development Life Cycle. In: Bernhaupt, R. (eds) Game User Experience Evaluation. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-15985-0_1
Download citation
DOI: https://doi.org/10.1007/978-3-319-15985-0_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-15984-3
Online ISBN: 978-3-319-15985-0
eBook Packages: Computer ScienceComputer Science (R0)