Heuristics for motion-based control in games

Gesturing and motion control have become common as interaction methods for video games since the advent of the Nintendo Wii game console. Despite the growing number of motion-based control platforms for video games, no set of shared design heuristics for motion control across the platforms has been published. Our approach in this paper combines analysis of player experiences across platforms. We work towards a collection of design heuristics for motion-based control by studying game reviews in two motion-based control platforms, Xbox 360 Kinect and PlayStation 3 Move. In this paper we present an analysis of player problems within 256 game reviews, on which we ground a set of heuristics for motion-controlled games.

[1]  Elina M. I. Koivisto,et al.  Playability heuristics for mobile multi-player games , 2007, DIMEA.

[2]  Emily Brown The Life and Tools of a Games Designer , 2010, Evaluating User Experience in Games.

[3]  Kenton O'Hara,et al.  The role of physical controllers in motion video gaming , 2012, DIS '12.

[4]  Jennifer G. Sheridan,et al.  Designing sports: a framework for exertion games , 2011, CHI.

[5]  David Pinelle,et al.  Heuristic evaluation for games: usability principles for video game design , 2008, CHI.

[6]  Charlotte Wiberg,et al.  Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration , 2009, HCI.

[7]  A. Strauss,et al.  Basics of Qualitative Research , 1992 .

[8]  Regan L. Mandryk,et al.  Full-body motion-based game interaction for older adults , 2012, CHI.

[9]  Jesper Juul,et al.  Easy to use and incredibly difficult: on the mythical border between interface and gameplay , 2009, FDG.

[10]  Katherine Isbister,et al.  Is more movement better?: a controlled comparison of movement-based games , 2011, FDG.

[11]  Thomas W. Malone,et al.  Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.

[12]  Regan L. Mandryk,et al.  Control your game-self: effects of controller type on enjoyment, motivation, and personality in game , 2013, CHI.

[13]  Francisco Luis Gutiérrez Vela,et al.  From Usability to Playability: Introduction to Player-Centred Video Game Development Process , 2009, HCI.

[14]  Luc Geurts,et al.  No sweat, no fun: large-gesture recognition for computer games , 2012, FnG '12.

[15]  Katherine Isbister,et al.  Emotion and motion: games as inspiration for shaping the future of interface , 2011, INTR.

[16]  Heather Desurvire,et al.  Using heuristics to evaluate the playability of games , 2004, CHI EA '04.

[17]  Elina M. I. Koivisto,et al.  Playability heuristics for mobile games , 2006, Mobile HCI.

[18]  Janne Paavilainen,et al.  Critical review on video game evaluation heuristics: social games perspective , 2010, Future Play.

[19]  Melissa A. Federoff,et al.  HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES , 2002 .

[20]  Nadia Bianchi-Berthouze,et al.  Evaluating Exertion Games , 2010, Evaluating User Experience in Games.

[21]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[22]  Nadia Bianchi-Berthouze,et al.  Understanding the Role of Body Movement in Player Engagement , 2012, Hum. Comput. Interact..

[23]  Carl Gutwin,et al.  Usability heuristics for networked multiplayer games , 2009, GROUP.

[24]  James A. Landay,et al.  Design requirements for technologies that encourage physical activity , 2006, CHI.

[25]  Jari Takatalo,et al.  Presence, Involvement, and Flow in Digital Games , 2010, Evaluating User Experience in Games.

[26]  Jakob Nielsen,et al.  Heuristic Evaluation of Prototypes (individual) , 2022 .

[27]  Wolfgang Hochleitner,et al.  Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games , 2010, Evaluating User Experience in Games.

[28]  N. Schaffer Heuristics for Usability in Games White Paper , 2007 .