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- ArticleApril 2004
The usability of massively multiplayer online roleplaying games: designing for new users
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 703–710https://doi.org/10.1145/985692.985781This study examines the usability challenges faced by new players of massively multiplayer online role-playing games (MMORPGs), one of the fastest-growing segments of the video game industry. Played in completely online worlds, these games allow players ...
- ArticleApril 2004
A social proxy for distributed tasks: design and evaluation of a working prototype
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 559–566https://doi.org/10.1145/985692.985763This paper describes an approach to managing tasks and processes that are distributed across a large number of people. The basic idea is to use a social visualization called a task proxy to create a shared awareness amongst the participants in a task or ...
- ArticleApril 2004
Presiding over accidents: system direction of human action
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 463–470https://doi.org/10.1145/985692.985751As human-computer interaction becomes more closely modeled on human-human interaction, new techniques and strategies for human-computer interaction are required. In response to the inevitable shortcomings of recognition technologies, researchers have ...
- ArticleApril 2004
Exploring PC-telephone convergence with the enhanced telephony prototype
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 215–222https://doi.org/10.1145/985692.985720Industry trends suggest that the PC and telephone user experiences will converge over the next several years. This convergence raises important questions for the HCI community: how should the PC-phone user experience be designed, and how does PC-phone ...