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Luca Chittaro: Aspetti di Interazione con l‘Utente nei Serious Games
1. Aspetti di Interazione con l‘Utente
nei Serious Games
(ABSTRACT della PRESENTAZIONE)
prof. Luca Chittaro
Laboratorio di Interazione Uomo-Macchina
Dipartimento di Matematica e Informatica
Università di Udine
http://www.dimi.uniud.it/chittaro http://hcilab.uniud.it
http://lucachittaro.nova100.ilsole24ore.com
2. Contenuti della presentazione
• Serious Game:
– Introduzione ai Serious Game
– Principali Settori Applicativi
– Casi di studio
• Interazione Uomo-Macchina per i Serious Game:
– Usability e User Experience dei Serious Game
– User-centered Design per i Serious Game
– Aspetti di persuasione nei Serious Game
– Valutazione di Serious Game sugli utenti
– Casi di Studio
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 2
4. Educational contexts
• Formal education (from kindergarten to college)
• Informal education (museums, cultural sites, aquariums and
zoos,…)
• Distance or electronic learning (both self-instruction and
computer-mediated learning)
• Vocational training (industry, medicine, military,…)
• Special needs education (both physical and cognitive disabilities)
Chittaro L., Ranon R., Web3D Technologies in Learning, Education and Training: Motivations, Issues,
Opportunities, Computers & Education, 2007, Vol. 49, pp. 3-18
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 4
5. Caso di studio:
training degli infermieri 118
VIDEO
Video
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 5
6. HCI Perspective
on Serious Game Design
• Know your users:
- Who are they? What are their abilities? What are their
preferences?
- consider entry barriers (e.g. is a Facebook game a good idea
if your users are not familiar with Facebook?)
- remember that a game is not fun or engaging per se
• Learn more about the psychology of games:
- Just adding some badges and points or nice graphics
to a human activity is not going to be enough
• Follow a user-centered design process:
- Storyboarding, rapid prototyping, pilot testing,
quantitative and qualitative evaluation on players,…
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 6
7. The need for reliable
theoretical foundations on…
• Game and play… For example:
- Caillois’ classification (Agon, Alea, Vertigo, Mimesis)
- Csikszentmihalyi’s Flow theory
• …Education… For example:
- zone of proximal development
- constructivism
• …and beyond…
- literary analysis, film studies, drama, storytelling,…
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 7
8. Evaluating the user experience
with physiological sensors
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 8
9. User Studies at the HCI Lab
• All traditional measurements (user’s performance and
subjective questionnaires)
• PLUS analysis of:
– Skin conductance
– Cardiac parameters
– Respiratory parameters
– Body temperature
– EMG (electromyography – facial and body)
– EEG (electroencephalography)
– fMRI (functional magnetic resonance imaging)
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 9
10. Introducing automatic tools
Tools for Serious games Tools for
content and visual analytics of
interaction design usage data
(ABSTRACT della presentazione) Luca CHITTARO, 2011 Page 10