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Sim 2012
Sim 2012
308
IDC 2012 DEMO PAPERS 12th-15th June, Bremen, Germany
problems into the game claims about the effectiveness can be yes or no response; if they click yes it will ask are you sure you
formulated based on this known problem set. want to play again Yes or No and if they click yes they will be
In designing the game, careful attention needs to be paid to ethical prompted by a Click here to play again.
implications of the design. Problems and issues are being 3.4 Consistency and Standards
deliberately incorporated into the game, which will have a Users should not have to wonder whether different words,
negative impact on the user. It is essential that this does not cause situations, or actions mean the same thing. It is important to
any additional stress or anxiety to the child. follow platform conventions. Within the game items will be
2. THE DESIGN OF THE GAME positioned in different locations throughout, for example the score
The game is designed for children aged between 7 and 9 and will will be in four possible locations and randomly move, see Figure
be based upon a space invaders game. The game has been 1 below.
developed using Adobe Flash Professional® and requires the
child to use a laptop or PC and a mouse to interact. During the
design of the game, literature was consulted to ensure that the
gameplay was designed to be effective and appropriate prior to
problems being integrated into the game [16]. The storyline
involves an alien invasion of earth, in which Fred the Farmer has
to defend his farm from the aliens, and thus by defeating the
aliens he saves the world. There are a total of 4 levels and the
speed of the aliens increases per level and the final stage involves
shooting the large alien space ship. The player has 3 lives and in
order to go to the next level they have to shoot 15 alien ships. To
add humor to the game and appeal to the children, the farmer
shoots cowpats at the aliens in order to destroy their ships.
3. NIELSEN’S HEURISTICS
Nielsen’s heuristics comprise of 10 guidelines that form the
heuristic set. The heuristics were developed in the early 1990’s
but were judged to be generic enough to be appropriate within the Figure 1: Score presented in four different locations
context of designing the anti-heuristic game. Each of these
guidelines is presented below, with the explanation of the
heuristics in its original context, followed by a discussion of how In addition the order the buttons are presented to the children on
it has been violated as part of the design. the home page randomized and may change each time they visit
the page.
3.1 Visibility of System Status
The system should always keep users informed about what is 3.5 Error Prevention
going on, through appropriate feedback within reasonable time. Even better than good error messages is a careful design, which
In order to violate this heuristic, delays will be designed into the prevents a problem from occurring in the first place. To achieve
game. For example when the player starts the game, a 4 second this there are two viable options either eliminate error-prone
delay will occur before it moves to the next page, this page will conditions or check for them and present users with a
turn black with inappropriate feedback. The feedback message confirmation option before they commit to the action. In order to
will say Data from the server is currently being processed the design to violations of error prevention the main focus was on
game will start once the packet has arrived at the desired ensuring that no validation occurred in certain situations. For
location. This will be on the screen for two seconds before the example, the child is required to enter their name at the start, see
game then starts. Figure 2, no validation is preformed when the button is pressed
and it is feasible to leave this blank.
3.2 Match between system and the real world
The system should speak the users' language, with words, phrases
and concepts familiar to the user, rather than system-oriented
terms. The software should follow real-world conventions, making
information appear in a natural and logical order. Throughout
the application jargon and instructions will be presented that
children will not necessarily understand, for example the error
message in 3.1.
3.3 User Control and Freedom
Users often choose system functions by mistake and will need a
clearly marked emergency exit to leave the unwanted state
without having to go through an extended dialogue. It is
important to support undo and redo. There will be no facility to
skip the animation in the introduction and the process of restarting
the game will be long, requiring 3 steps. At end of the game the
child will be asked if they want to play again which will require a
309
IDC 2012 DEMO PAPERS 12th-15th June, Bremen, Germany
310
IDC 2012 DEMO PAPERS 12th-15th June, Bremen, Germany
the game. This will enable the procedure to be established for [3] Barendregt, W., Bekker, M. and Baauw, E. 2008.
conducting the heuristic evaluation, which will be the next stage. Development and evaluation of the problem identification
Once the game is judged to be suitable then research will be picture cards method. Cognition, Technology and Work, 10
performed to establish if children can perform a heuristic (2), 95-105.
evaluation. Observational techniques will be used to gather data [4] Read, J., MacFarlane, S. and Casey, C. 2002. Endurability,
relating to the problems children encounter whilst performing the Engagement and Expectations: Measuring Children's Fun.
heuristic evaluation. This will involve looking at each stage of the In Interaction Design and Children.
process to try and identify the problems children encounter and [5] Zaman, B. and Abeele, V. V. 2010. Laddering with Young
modifying the process if necessary. For example the language Children in User Experence Evaluations: Theoretical
used within the heuristic set might not be appropriate and Groundings and a Practical Case. In Proceedings of the
therefore may need modification. However, in changing the IDC (Barcelona, 2010). ACM.
terminology in the heuristic, careful attention needs to be taken in [6] Bauuw, E., Bekker, M. M. and Markopoulos, P. 2006.
order to ensure the underlying meaning of the heuristic is not Assessing the applicability of the structured expert
altered. evaluation method (SEEM) for a wider age group. In
Proceedings of the Interaction Design and Children
The game will enable the effectiveness of the heuristic evaluation (Tampere, 2006). ACM.
method to be determined, as the number of problems in the system [7] Nielsen, J. and Mack, R. L. 1994. Usability Inspection
is already largely known. If children are not discovering the Methods. John Wiley & Sons, New York.
problems or are classifying the problems to the wrong heuristic [8] Law, E. L.-C. and Hvannberg, E. T. 2008. Consolidating
then further modifications to the game, heuristics or procedure Usability Problems with Novice Evaluators. In Proceedings
may be necessary. of the NordiChi (Lund, 2008). ACM.
Some of the problems within the system might be perceived to be [9] Nielsen, J. 1994. Enhancing the Explanatory Power of
obvious and potentially annoying for the end user. When Usability Heuristics. In Proceedings of the SIGCHI
designing the game it was essential that all the evaluators would conference on Human factors in Computing Systems:
report the same problem to establish how effective the children Celebrating Interdependence (Boston, 1994). ACM.
are at aggregating their individual problem lists. If all the [10] Iversen, O. S. and Brodersen, C. 2007. Building a BRIDGE
problems were unique then there would be no discussion and the between children and users: a socio-cultural approach to
effectiveness of the aggregation process would be difficult to child-computer interaction. Cognition, Technology and
analyze. Work, 10, 83-93.
[11] Sim, G., Read, J. C., Holifield, P. and Brown, M. 2007.
If heuristics are found to be an appropriate evaluation method and
Heuristic Evaluations of Computer Assisted Assessment
the procedure can be adapted to work with children, then the
Environments. In Proceedings of EDMEDIA (Vancouver,
benefits of using inspection based methods such as requiring only
2007). AACE.
a small number of evaluators can be realized for software
[12] Fernandes, G. and Holmes, C. 2002. Applying HCI to music
developers and manufacturers of toys and games. Children will be
related hardware. In Proceedings of CHI 2002
able to inspect and report issues with a wide range of software,
(Minneapolis, 2002). ACM.
toys and games.
[13] Korhonen, H. and Koivisto, E. M. 2006. Playability
5. REFERENCES Heuristics for Mobile Games. In Proceedings of the
MobileHCI (Helsinki, 2006). ACM.
[1] Hoysniemi, J., Hamalainen, P. and Turkki, L. 2003. Using
[14] Federoff, M. A. 2002. Heuristics and Usability Guidelines
peer tutoring in evaluating the usability of a physically
for the Creation and Evaluation of Fun in Video Games.
interactive computer game with children. Interacting with
Indiana University, Indiana.
Computers, 15 (2), 203-225.
[15] Sears, A. 1997. Heuristic Walkthroughs: Finding the
[2] Zaman, B. 2009. Introduction and validation of a pairwise
problems without the noise. International Journal Human
comparison scale for UX evaluations and benchmarking
Computer Interaction, 9, 213-234.
with preschoolers. Springer.
[16] Chen, J. 2007. Flow in Game (and everything else).
Communications of the ACM, 50 (4), 31-34.
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