ABSTRACT
Mobile game applications stand as a profitable market, being mostly represented by independent startups striving to overcome their lack of experience. One of their big challenges refers to the adoption of mobile games by older adults. Appropriated methods for usability, accessibility and user experience (UX) evaluation of such domain remains a few in the literature. Engineering methods are still required for startup companies to overcome the challenge. In this paper, we sought to build evaluation methods for the context of startups, mobile games and older adults. This study is an empirical research based on techniques from the constructivist grounded theory methodology. Our findings show a lean framework aiming to guide startup practitioners to diagnose usability, accessibility and UX issues from tests of mobile games with older adults. We also provide a guide to usability and accessibility heuristics that can be employed to inspect the domain.
- Muna S. Al-Razgan, Hend S. Al-Khalifa, and Mona D. Al-Shahrani. 2014. Heuristics for Evaluating the Usability of Mobile Launchers for Elderly People. In Marcus A., Wang W. (eds) Design, User Experience, and Usability: Theory, Method- ology, and Management. DUXU 2017. Lecture Notes in Computer Science, vol 10288. Springer International Publishing, Cham, 415--424. Google ScholarCross Ref
- Madlen Arnhold, Mandy Quade, and Wilhelm Kirch. 2014. Mobile Applications for Diabetics: A Systematic Review and Expert-Based Usability Evaluation Considering the Special Requirements of Diabetes Patients Age 50 Years or Older. Journal of Medical Internet Research 16, 4 (April 2014), 18. Google ScholarCross Ref
- Simone Borsci, Robert D. Macredie, Julie Barnett, Jennifer Martin, Jasna Kuljis, and Terry Young. 2013. Reviewing and Extending the Five-User Assumption: A Grounded Procedure for Interaction Evaluation. ACM Trans. Comput.-Hum. Interact. 20, 5 (Nov. 2013), 29:1--29:23. Google ScholarDigital Library
- Giorgio Brajnik, Markel Vigo, Yeliz Yesilada, and Simon Harper. 2016. Group vs Individual Web Accessibility Evaluations: Effects with Novice Evaluators. Interacting with Computers 28, 6 (Nov. 2016), 843--861. Google ScholarCross Ref
- André de Lima Salgado, Leandro Agostini do Amaral, Renata Pontin de Mattos Fortes, Marcos Hortes Nisihara Chagas, and Ger Joyce. 2017. Addressing Mobile Usability and Elderly Users: Validating Contextualized Heuristics. In Marcus A., Wang W. (eds) Design, User Experience, and Usability: Theory, Method- ology, and Management. DUXU 2017. Lecture Notes in Computer Science, vol 10288. Springer International Publishing, Cham, 379--394. Google ScholarCross Ref
- André de Lima Salgado, Leandro A. Amaral, André Pimenta Freire, and Renata Pontin M. Fortes. 2016. Usability and UX Practices in Small Enterprises: Lessons from a Survey of the Brazilian Context. In Proceedings of the 34th ACM Interna- tional Conference on the Design of Communication (SIGDOC '16). ACM, New York, NY, USA, Article 18, 9 pages. Google ScholarDigital Library
- André de Lima Salgado, Sandra Souza Rodrigues, and Renata Pontin M. Fortes. 2016. Evolving Heuristic Evaluation for Multiple Contexts and Audiences: Perspectives from a Mapping Study. In Proceedings of the 34th ACM International Conference on the Design of Communication (SIGDOC '16). ACM, New York, NY, USA, Article 19, 8 pages. Google ScholarDigital Library
- ISO: International Organization for Standardization. 2016. ISO/IEC 25066:2016(en), Systems and software engineering Systems and software Qual- ity Requirements and Evaluation (SQuaRE) Common Industry Format (CIF) for Usability Evaluation Report. https://www.iso.org/obp/ui/#iso:std:iso-iec:25066:ed-1:v1:enGoogle Scholar
- ISO: International Organization for Standardization. 2019. ISO 9241-220:2019(en), Ergonomics of human-system interaction-Part 220: Processes for enabling, executing and assessing human-centred design within organizations. https://www.iso.org/obp/ui/#iso:std:iso:9241:-220:ed-1:v1:enGoogle Scholar
- Renata Pontin M. Fortes, André de Lima Salgado, Flávia de Souza Santos, Leandro Agostini do Amaral, and Elias Adriano Nogueira da Silva. 2017. Game Accessibility Evaluation Methods: A Literature Survey. In Antona M. and Stephanidis C. (eds) Universal Access in Human Computer Interaction. Design and Development Approaches and Methods. UAHCI 2017. Lecture Notes in Computer Science, vol 10277. Springer International Publishing, Cham, 182--192. Google ScholarCross Ref
- Carmine Giardino, Nicolo Paternoster, Michael Unterkalmsteiner, Tony Gorschek, and Pekka Abrahamsson. 2016. Software Development in Startup Companies: The Greenfield Startup Model. IEEE Transactions on Software Engineering 42, 6 (June 2016), 585--604. Google ScholarDigital Library
- Jeff Gothelf. 2013. Lean UX: Applying Lean Principles to improve User Experience. O'Reilly Media, Inc., United States of America. 152 pages.Google Scholar
- Setia Hermawati and Glyn Lawson. 2016. Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus? Applied Ergonomics 56 (2016), 34 -- 51. Google ScholarCross Ref
- Jakob Nielsen. 2019. 10 Usability Heuristics for User Interface Design. https://www.nngroup.com/articles/ten-usability-heuristics/Google Scholar
- Hannu Korhonen and Elina M. I. Koivisto. 2006. Playability heuristics for mobile games. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services - MobileHCI '06. ACM Press, Helsinki, Finland, 9--16. Google ScholarDigital Library
- Jonathan Lazar. 2017. Research methods in human computer interaction (2nd edition ed.). Elsevier, Cambridge, MA.Google Scholar
- James R. Lewis. 2014. Usability: Lessons Learned ... and Yet to Be Learned. International Journal of Human Computer Interaction 30, 9 (2014), 663--684. Google ScholarCross Ref
- Jakob Nielsen and Rolf Molich. 1990. Heuristic evaluation of user interfaces. In Proceedings of the SIGCHI Conference on Human factors in computing systems Empowering people - CHI '90. ACM Press, Seattle, Washington, United States, 249--256. Google ScholarDigital Library
- Donald A Norman. 2013. The Design of Everyday Things - Revised and expanded edition. Basic Books, New York, USA. 347 pages.Google Scholar
- Helen Petrie, Andreas Savva, and Christopher Power. 2015. Towards a Unified Definition of Web Accessibility. In Proceedings of the 12th Web for All Conference (W4A '15). ACM, New York, NY, USA, Article 35, 13 pages. Google ScholarDigital Library
- Andraž Petrovčič, Ajda Rogelj, and Vesna Dolničar. 2018. Smart but not adapted enough: Heuristic evaluation of smartphone launchers with an adapted interface and assistive technologies for older adults. Computers in Human Behavior 79 (2018), 123 -- 136. Google ScholarDigital Library
- Jenny Preece, Helen Sharp, and Yvonne Rogers. 2015. Interaction Design: Beyond Human-Computer Interaction (4 ed.). John Wiley & Sons, USA. 584 pages.Google Scholar
- Tie Qiu, Ning Chen, Keqiu Li, Mohammed Atiquzzaman, and Wenbing Zhao. 2018. How Can Heterogeneous Internet of Things Build Our Future: A Survey. IEEE Communications Surveys & Tutorials 20, 3 (2018), 2011--2027. Google ScholarCross Ref
- Daniela Quiñones and Cristian Rusu. 2017. How to develop usability heuristics: A systematic literature review. Computer Standards & Interfaces 53 (Aug. 2017), 89--122. Google ScholarDigital Library
- Luis Rivero and Tayana Conte. 2017. A Systematic Mapping Study on Research Contributions on UX Evaluation Technologies. In Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems - IHC 2017. ACM Press, Joinville, Brazil, Article 5, 10 pages. Google ScholarDigital Library
- Maryam Roshan Kokabha, Virpi Tuunainen, and Riitta Hekkala. 2019. How Mobile Game Startups Excel in the Market. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS 2019). IEEE Computer Society Press, Hawaii, USA, 10. http://scholarspace.manoa.hawaii.edu/handle/10125/59976Google ScholarCross Ref
- S. Soomro, W. F. W. Ahmad, and S. Sulaiman. 2012. A preliminary study on heuristics for mobile games. In Proceedings of 2012 International Conference on Computer Information Science (ICCIS), Vol. 2. IEEE Computer Society Press, Washington, D.C., US., 1030--1035. Google ScholarCross Ref
- Statista. 2019. Total global mobile app revenues 2015--2020 | Statistic. https://www.statista.com/statistics/269025/worldwide-mobile-app-revenue-forecast/Google Scholar
- Statista. 2019. Worldwide app revenue in 2016 and 2021 by category Statistic. https://www.statista.com/statistics/269024/distribution-of-the-worldwide-mobile-app-revenue-by-category/Google Scholar
- Klaas-Jan Stol, Paul Ralph, and Brian Fitzgerald. 2016. Grounded Theory in Software Engineering Research: A Critical Review and Guidelines. In Proceedings of the 38th International Conference on Software Engineering - ICSE. ACM Press, New York, NY, USA, 120--131. Google ScholarDigital Library
- Manuel Wiesche, Marlen C. Jurisch, Philip W. Yetton, and Helmut Krcmar. 2017. Grounded Theory Methodology in Information Systems Research. MIS Quarterly 41, 3 (2017), 685--701.Google ScholarDigital Library
Index Terms
- Startup workplace, mobile games, and older adults: a practical guide on UX, usability, and accessibility evaluation
Recommendations
A study on the acceptance of website interaction aids by older adults
The goal of the present work is to investigate the potential acceptance of a set of web interaction aids by older adults, in order to help them overcome difficulties associated with ageing and help them continue using the web as a source of information, ...
Wheelchair-based game design for older adults
ASSETS '13: Proceedings of the 15th International ACM SIGACCESS Conference on Computers and AccessibilityFew leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older ...
Visual complexity, player experience, performance and physical exertion in motion-based games for older adults
ASSETS '13: Proceedings of the 15th International ACM SIGACCESS Conference on Computers and AccessibilityMotion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, ...
Comments