Usability heuristics in the context of control features on mobile games

E. Daud, S. A. Mokhtar, F. Mohd
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引用次数: 1

Abstract

This research is proposing for a new usability heuristics in the context of control features on mobile games for the use of touchscreen devices. Usability is the ease of use and learnability of a human-made object while heuristics generic name for a set of techniques that involve inspectors examining the user interface to check whether it complies with a set of design principles. Due to small size and senseless feel of the touchscreens, these conventional usability heuristics is not suitable for use. Some references were made in order to develop a preliminary design for the new usability heuristics. Moreover, the design is based on two references; the Nielsen's Ten Heuristics and the ideas of Mark Overmars on how to design a good iPhone Games. This paper discusses the preliminary design ideas for designing the new usability heuristics for this specific use. Focusing on the control aspects, this preliminary model comprises of eight usability features which will be discussed more briefly in the next part of this paper. The results of this study will provide mobile game designers with a set of usability heuristics (control aspects) as their guidelines for designing and evaluating mobile games.
手机游戏控制功能背景下的可用性启发法
这项研究提出了一种新的可用性启发法,适用于使用触屏设备的手机游戏的控制功能。可用性是指人造对象的易用性和易学性,而启发式则是一组技术的通用名称,这些技术涉及检查人员检查用户界面以检查它是否符合一组设计原则。由于触摸屏的小尺寸和无意义的感觉,这些传统的可用性启发式不适合使用。为开发新的可用性启发法的初步设计提供了一些参考。此外,该设计基于两个参考文献;Nielsen’s Ten Heuristics以及Mark Overmars关于如何设计优秀iPhone游戏的观点。本文讨论了针对这一特定用途设计新的可用性启发式的初步设计思想。关注于控制方面,这个初步模型包括八个可用性特征,这些特征将在本文的下一部分进行更简短的讨论。这项研究的结果将为手机游戏设计师提供一系列可用性启发法(控制方面),作为他们设计和评估手机游戏的指导方针。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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