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

机译:通过角色和互动设计创建增强的用户体验:设计运动传感游戏的情况

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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:运动传感游戏的主体运动由SOMATOSENTORY设备动态捕获,以便用户可以获得更具真实的体验,与键盘或操纵杆的传统操作相比。运动传感游戏设计涉及交互式设计,用户认知,产品,界面的信息布局,几乎影响用户体验的每个重要方面。为了我们的知识,运动传感游戏设计中存在的主要问题如下:(1)运动传感游戏,作为新型视频游戏,缺乏指导理论和方法参考。 (2)加强对玩家的用户体验,有必要增加设计早期阶段用户1行为的研究。因此,由于缺乏有效的研究方法,游戏设计的效率低下。此外,(3)开发项目需要很长时间,它也花了很多费用。只有通过确定早期阶段的用户需求才能解决这些问题。通过现有的用户研究方法,在人机交互,产品设计和架构中启发,本文认为,作为设计工具创建的角色可以用于运动传感游戏设计的过程中。本文通过设计项目,基于Kinect的球场游戏,将Persona方法接地。这种方法为运动传感游戏的以用户为中心的交互设计进行了分析和实践,并显着提高了游戏体验的新途径。

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