skip to main content
10.1145/3328020.3353948acmotherconferencesArticle/Chapter ViewAbstractPublication PagesdocConference Proceedingsconference-collections
research-article

Startup workplace, mobile games, and older adults: a practical guide on UX, usability, and accessibility evaluation

Published:04 October 2019Publication History

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.

References

  1. 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 ScholarGoogle ScholarCross RefCross Ref
  2. 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 ScholarGoogle ScholarCross RefCross Ref
  3. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  4. 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 ScholarGoogle ScholarCross RefCross Ref
  5. 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 ScholarGoogle ScholarCross RefCross Ref
  6. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  7. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  8. 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 ScholarGoogle Scholar
  9. 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 ScholarGoogle Scholar
  10. 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 ScholarGoogle ScholarCross RefCross Ref
  11. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  12. Jeff Gothelf. 2013. Lean UX: Applying Lean Principles to improve User Experience. O'Reilly Media, Inc., United States of America. 152 pages.Google ScholarGoogle Scholar
  13. 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 ScholarGoogle ScholarCross RefCross Ref
  14. Jakob Nielsen. 2019. 10 Usability Heuristics for User Interface Design. https://www.nngroup.com/articles/ten-usability-heuristics/Google ScholarGoogle Scholar
  15. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  16. Jonathan Lazar. 2017. Research methods in human computer interaction (2nd edition ed.). Elsevier, Cambridge, MA.Google ScholarGoogle Scholar
  17. James R. Lewis. 2014. Usability: Lessons Learned ... and Yet to Be Learned. International Journal of Human Computer Interaction 30, 9 (2014), 663--684. Google ScholarGoogle ScholarCross RefCross Ref
  18. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  19. Donald A Norman. 2013. The Design of Everyday Things - Revised and expanded edition. Basic Books, New York, USA. 347 pages.Google ScholarGoogle Scholar
  20. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  21. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  22. Jenny Preece, Helen Sharp, and Yvonne Rogers. 2015. Interaction Design: Beyond Human-Computer Interaction (4 ed.). John Wiley & Sons, USA. 584 pages.Google ScholarGoogle Scholar
  23. 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 ScholarGoogle ScholarCross RefCross Ref
  24. Daniela Quiñones and Cristian Rusu. 2017. How to develop usability heuristics: A systematic literature review. Computer Standards & Interfaces 53 (Aug. 2017), 89--122. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  26. 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 ScholarGoogle ScholarCross RefCross Ref
  27. 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 ScholarGoogle ScholarCross RefCross Ref
  28. Statista. 2019. Total global mobile app revenues 2015--2020 | Statistic. https://www.statista.com/statistics/269025/worldwide-mobile-app-revenue-forecast/Google ScholarGoogle Scholar
  29. 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 ScholarGoogle Scholar
  30. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  31. 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 ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Startup workplace, mobile games, and older adults: a practical guide on UX, usability, and accessibility evaluation

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Other conferences
            SIGDOC '19: Proceedings of the 37th ACM International Conference on the Design of Communication
            October 2019
            308 pages
            ISBN:9781450367905
            DOI:10.1145/3328020

            Copyright © 2019 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]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 4 October 2019

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            SIGDOC '19 Paper Acceptance Rate85of105submissions,81%Overall Acceptance Rate355of582submissions,61%

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader