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Designing user experiences for policymakers in serious games in the domain of global food security

机译:在全球粮食安全领域的严肃游戏中设计政策制定者的用户体验

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Policymakers face complex tradeoffs in their efforts to achieve global food security. One way to better understand tradeoffs of alternative interventions may come from practicing in simulated environments in a participatory fashion. Serious games employing agent-based simulation have been designed to practice individual and group decision-making in complex domains such as healthcare and sustainability, but often lack clear representation of data and workflow to users. The work herein describes the design of the user experience (UX) and a series of user interfaces (UI) for a serious game to address issues surrounding global food security. Per the design of the user experience, participants work together to invest in a series of projects over the course of four rounds to improve the capacity for food and nutrition in their continental region. Distinct UIs were designed for program officers (environment, agriculture, and health) as well as regional directors. The design focused upon four specific considerations: indicators to tie individual projects to pertinent data, hierarchical and multi-level representation of data, adaptable means of communication for the different player roles, and appropriately detailed feedback. The design was preliminarily tested with heuristics experts and a cohort of students before the game was officially played in the field at eight global sites as the 2017 NASPAA-Batten Student Simulation Competition.
机译:政策制定者面临复杂的权衡,以实现全球粮食安全。更好地了解替代干预措施的权衡的一种方法可能是以参与方式在模拟环境中练习。雇用基于代理的模拟的严重游戏旨在练习个人和团体决策在诸如医疗保健和可持续性等复杂域中,但通常缺乏对用户数据和工作流的清晰表示。这里的作品描述了用户体验(UX)的设计和一系列用户界面(UI),用于严重游戏以解决环绕的全球食品安全性的问题。根据用户体验的设计,参与者共同努力,在四轮的过程中投资一系列项目,以提高其大陆地区的食物和营养能力。独特的UI专为计划官员(环境,农业和健康)以及区域董事而设计。该设计侧重于四种特定的考虑因素:指标将个别项目与相关数据,分层和多级别表示,用于不同的玩家角色的适应性通信手段,以及适当详细的反馈。该设计与启发式专家和一名学生队列初步测试,在八个全球网站正式在该领域官方发挥,作为2017年纳瓦斯卡 - 巴特学生模拟竞争。

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