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Using heuristics to evaluate the playability of games

Published: 24 April 2004 Publication History

Abstract

Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. The results suggest that HEP identified qualitative similarities and differences with user testing and that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up. Combined with user studies, HEP offers a new method for the HCI game community that can result in a more usable and playable game.

References

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Desurvire, H. (1994). Faster, Cheaper: Are Usability Inspection Methods as Effective as Empirical Testing? In Nielsen, J. and Molich, R.L. (Eds.) 'Usability Inspection Methods', in "Usability Inspection Methods", New York: John Wiley & Sons, 173--202.
[2]
Desurvire, H. Kondziela, J., and Atwood, M. (1992a). What is Gained and Lost When Using Evaluation Methods Other Than Empirical Testing. In the proceedings of the ACM conference, CHI1992, collection of abstracts (1992), 125--126.
[3]
Falstein, N. and Barwood, H. The 400 Project. Available at http://theinspiracy.com/400_project.htm.
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Federoff, M. User Testing for Games: Getting Better Data Earlier. Game Developer Magazine (June 2003).
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Federoff, M. Heuristics and Usability Guidelines for the Creation and Evaluation of FUN in Video Games. Thesis at the University Graduate School of Indiana University, Dec. 2002 ([email protected]).
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Malone, T.W. Heuristics for designing enjoyable user interfaces: Lessons from computer games. In John C. Thomas and M. L. Schneider (Editors), Human Factors in Computing Systems, Norwood, NJ: Ablex Publishing Corporation, 1982.
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Nielsen, J. Heuristic evaluation. In Nielsen, J. and Molich, R.L (eds.) 'Usability Inspection Methods', New York: John Wiley & Sons, 1994.

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  • (2024)Smartphone Games Heuristics (SmGH) – Towards a Standard Set of Platform-Centric Heuristic for Smartphone Games EvaluationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2356911(1-22)Online publication date: 11-Jun-2024
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cover image ACM Conferences
CHI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems
April 2004
975 pages
ISBN:1581137036
DOI:10.1145/985921
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]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 April 2004

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Author Tags

  1. computer games
  2. design guidelines
  3. evaluation
  4. games
  5. heuristics
  6. playability
  7. playtesting
  8. usability
  9. user testing
  10. video games

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  • (2024)The COVID-19 fighter: an interactive learning platformInformation Discovery and Delivery10.1108/IDD-11-2022-0111Online publication date: 31-May-2024
  • (2024)Smartphone Games Heuristics (SmGH) – Towards a Standard Set of Platform-Centric Heuristic for Smartphone Games EvaluationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2356911(1-22)Online publication date: 11-Jun-2024
  • (2024)The effect of game playability on avatar identification for mobile role-playing gamesUniversal Access in the Information Society10.1007/s10209-024-01161-8Online publication date: 9-Oct-2024
  • (2024)EPICommunity Platform: Towards an Academic Social Network Designed for Researchers by ResearchersSocial Computing and Social Media10.1007/978-3-031-61305-0_14(201-218)Online publication date: 29-Jun-2024
  • (2024)Games that Move You: A Cinematic User Experience Evaluation of VR GamesVirtual, Augmented and Mixed Reality10.1007/978-3-031-61041-7_11(166-181)Online publication date: 1-Jun-2024
  • (2024)Cognitive Psychology Applied to User Experience in Video GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_53(338-344)Online publication date: 5-Jan-2024
  • (2023)Dijital Oyun Deneyimi Analizi: Ghostwire Tokyo Oyun İncelemesiDigital Game Experience Analysis: Ghostwire Tokyo Game ReviewIntermedia International E-journal10.56133/intermedia.125989210:18(160-177)Online publication date: 28-Jun-2023
  • (2023)Interplay between Media and Player Engagement: A Study of Media’s Effect on the World of Warcraft Gaming ExperienceDruštvene i humanističke studije (Online)10.51558/2490-3647.2023.8.3.6938:3(24)(693-712)Online publication date: 31-Dec-2023
  • (2023)Recent Developments in Chatbot Usability and Design MethodologiesTrends, Applications, and Challenges of Chatbot Technology10.4018/978-1-6684-6234-8.ch001(1-23)Online publication date: 24-Feb-2023
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