首页> 外文会议>International Conference on Human-Omputer Interaction;International Conference on Design, User Experience and Usability >Creating Enhanced User Experience Through Persona and Interactive Design: A Case of Designing a Motion Sensing Game
【24h】

Creating Enhanced User Experience Through Persona and Interactive Design: A Case of Designing a Motion Sensing Game

机译:通过角色和交互式设计创建增强的用户体验:以设计动作感应游戏为例

获取原文

摘要

Motion sensing games are operated with body movements that are captured dynamically by somatosensory devices so that more authentic experiences can be gained for users compared with the traditional operations with keyboards or joysticks. The motion sensing game design involving interactive design, user cognition, information layout of product, interface, influences nearly every important aspect of user experience. To our knowledge, the main problems exist in the motion sensing game design are as follows: (1) motion sensing games, as new type of video games, lack guiding theories and methods for reference. (2) To enhance user experiences for players, it is necessary to increase the research on user perception of user 1 behaviors in early stages of the design. Therefore, inefficiency of game design arises due to lack of effective research methods. In addition, (3) it takes a very long time to develop the project and it also costs a lot. Only by determine users' needs in early stages can these problems be resolved. Inspired by current user research methods within human-computer interaction, product design, and architecture, this paper argue that a persona that is created as a design tool can be used in the process of motion sensing game design. This paper ground the persona method through a design project, Ball Game, based on Kinect. This approach opens new avenues for the analysis and practice of user-centered interaction design of motion sensing games and improves the game experience significantly.
机译:动作感应游戏通过人体动作来操作,这些动作由体感设备动态捕获,因此与传统的键盘或操纵杆操作相比,用户可以获得更真实的体验。涉及交互设计,用户认知,产品信息布局,界面的运动感应游戏设计几乎影响用户体验的每个重要方面。据我们了解,动作感测游戏设计中存在的主要问题如下:(1)动作感测游戏作为新型的视频游戏,缺乏指导性的理论和方法。 (2)为了增强玩家的用户体验,有必要在设计的早期阶段就对用户1行为的用户感知进行更多的研究。因此,由于缺乏有效的研究方法,导致游戏设计效率低下。此外,(3)开发该项目需要很长时间,而且成本也很高。只有在早期阶段确定用户的需求,才能解决这些问题。受人机交互,产品设计和体系结构中当前用户研究方法的启发,本文认为,作为设计工具创建的角色可以用于运动感测游戏设计过程中。本文通过基于Kinect的设计项目Ball Game来建立角色方法。这种方法为运动感应游戏以用户为中心的交互设计的分析和实践开辟了新途径,并显着改善了游戏体验。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号