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Videogame User-Centred Design and Prototyping in HCI

HCI - Lecture 13: Videogame User-Centred Design (UCD) & Prototyping Part 1 User-Centred Design (UCD) focuses on the benefits of psychological factors and theories At the moment, most UCD interactions have the human element (the user) Consider your own experiences with technology: · What does this tell us about users? E.g. cognitive biases . How can we understand the experience? · How does our understanding change our experiences? . How can we support users to get the best out of them? Our mobile phone usage: · How many people, do you think, know how much they use their phone (without checking) · This is completely normal as we're unable to not remember our exact phone usage . This is an example of including this usage feedback that makes things useful for the user · The smallest changes have the potential to make a big impact on supporting the user Behaviour Change · These types of small changes have the potential to support behaviour change o Behaviour change may not go in the planned direction and may end up upsetting instead - this is why research is needed to support encouraging positive responses o More research is needed to carry out interventions to explore what feedback can best support the user Is technology tailored and individual enough ?? How can we support the user? needs experiences usage individual & personalised What would come next? · Personalisation · Identifying those at risk . Provide feedback to the user · Understanding how to support the user and developing interventions · Support developing a good relationship between the user and the platform Part 2 When capturing the diversity of the user, we need to consider how those with additional and different needs may interact with technology We can also use the data to identify patterns of behaviour, e.g. for those that might need support/have excessive use over a particular device The user's perception and understanding behaviour . They may not be completely aware of their actual behaviour · Cognitive biases can also affect perception - struggle to conceptualise time . Could be very different from reality Examples of Cognitive Biases: . Placebo effect - when simply believing that something will have a certain effect on you causes it to have that effect . Pro-innovation bias - when a proponent of innovation tends to overvalue its usefulness and undervalue its limitations . Recency - tendency to weigh the latest information more heavily than older data · Salience - tendency to focus on the most easily recognisable features of a person or concept Another important trait to consider is human error; humans will make mistakes (it's inevitable) How can we develop research and understand the user? · Actual usage data rather than self-reported · Testing behavioural strategies and change · Understanding how to support the user and their interactions Interactivity: · A key part in UCD . Makes technology different from traditional forms of media · Interactivity has been described as a process For video games