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INSTRUCTIONSFor this assignment, you should carry out an evaluation of an existing multi-player smartphone game. You can choose any game you like, running on any smartphone platform(s), as long as the game requires more than one person to play it at the same time (either playing remotely, or physically co-located). The overall objective of the evaluation is to come up with recommendations on how to improve/enhance people’s experiences when playing the game. You might want to think about improving the way people interact with their smartphone when playing the game and/or interacting with the game content, in a stable or varying use context. The evaluation will involve collecting data, drawing up guidelines for design improvements based on your findings, and submitting a report which summarises your research process and results. The aim of this assignment is for you to demonstrate a good understanding and practical application of one or more of the evaluation methods covered in the module. You should recruit participants from your family and friends, and/or use inspection methods with you acting as the expert.
Evaluation should focus on:
PROJECT TASKS AND METHODSKey project tasks:
Potentially appropriate methods (but be sure you pick one that matches your focus):
PROJECT REPORTReports must include:
This report mainly focuses on analysing the user experience, and the interface design of the multi-user iPhone game named ‘Snake & Ladder Run’. The analysis was performed against the usability goals, user experience goal, and Donald Norman’s design principles (Norman, 1983). Additionally, the appropriate recommendations are provided to the interface design of the system to improve the user experience of the game.
The most important usability goals that can be measured are effective to use, efficient to use, safe to use, has good utility, easy to learn and easy to remember how to use. The brief explanation about the usability goals identified are provided in table 1.
Table 1: Explanation of the usability goals (Butler, 1985)
Usability goals
Explanation
Effective to use
Effective to use is a measure of how well the specific application is designed to do what is expected to perform. This can be measured by identifying whether the user can easily find what he is looking for.
Efficient to use
This can be described by the speed in which the user can perform what they desire to perform on the application. The definition of efficiency according to ISO 9241 is that the total resources utilised to perform a specific task.
Safe to use
The safety is a factor that ensure that it will not harm the user of the application.
Has good utility
This is mainly about how useful the application is to the user.
Easy to learn
This is to identify whether the system is easy for the new user to understand and use it.
Easy to remember how to use
This is to identify whether the user can remember to use the application when he or she returns to the application after some time.
The most important user experience goals are satisfying, enjoyable, engaging, exciting, entertaining, rewarding, fulfilling, memorable, challenging, relaxing, comforting and fun. The brief explanation about the user experience goals identified are provided in table 2.
Table 2: Explanation of user experience goal (Kaasinen et al., 2015)
User experience goals
Satisfying
Whether the users desire about playing the game is fulfilled by the application
Enjoyable
Whether the user enjoy the application when they play the game.
Engaging
Whether the application is communicating with the user in guiding the user with his steps.
exciting
Whether the user is excited about using this application to play the game
Entertaining
Whether the application is considered by the user as an entertainment tool to spend the leisure time.
Rewarding
Whether the application encourage the user by providing rewards.
Fulfilling
Whether the user’s expectation about the game is fulfilled by the application
Memorable
Whether the steps involved to play the game in the application is easy to remember
Challenging
Whether the game is challenging to the user
Relaxing
Whether the application make the user relax from the stressful day
Comforting
Whether the application provide comfort to the user when he or she is playing
fun
Whether the application is fun to use.
The Donald Norman’s design principles are visibility, feedback, constraints, mapping, consistency and affordability. The explanation of the Donald Norman’s design principles is provided in table 3.
Table 3: Explanation of Donald Norman’s design principles
Donald Norman’s design principles
Visibility
Visibility mainly focusing on designing an application that provide the required functionalities in a visible format that the user can find and use without much effort (Lee et al., 2017).
Feedback
The system provide detail information with the performance and guidelines to its users are known as feedback (Norman, 1983).
Constraints
The system should limit the user interaction with the system to simplify the interface design of the application (McArthur and Graham, 2015).
Mapping
The mapping is a clear relationship with the application images and icons and the real-world significance (Lanter, and Essinger, 2017)
Consistency
The application design is consistent with other applications, so the skills learnt from other application can be used by the user in this application (Goldsby et al., 2014).
affordability
The application should provide clues and guidelines to the user to use the application is known as affordance (Norman, 1983).
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Last updated: Oct 04, 2019 03:21 AM
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