Presenting the User's Focus in Needs & Development (UFIND) method and its comparison to other design methods

V. Szücs, C. Sik-Lányi, Tibor Guzsvinecz
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Abstract

During the years of creating serious games in multidisciplinary areas, the authors of this paper experimented with multiple methods of game development with the goal of helping, educating people and eliminating the barriers arising from communication happening during software development. The method that proved to be the most successful is what the authors called the Users' Focus In Needs & Development (UFIND) method. UFIND is based on continuous feedback from the user, on usability and on gamification as it steps away from the classical software development methods. The aim of UFIND is that instead of the tasks, not only the application, but the user as well should always be in the center of focus while making the application. This also means that certain abilities, even the cognitive skills of the user can be developed further in each test cycle. In this paper, the authors would like to define and introduce the UFIND method of application development and compare it to other, traditional development methods. All five phases of the UFIND method are elaborated in this paper, thus giving a detailed look into this user-centered application development method and presenting why it is useful for developing serious games.
提出用户关注需求与发展(UFIND)方法及其与其他设计方法的比较
在制作多学科领域严肃游戏的这些年里,本文作者尝试了多种游戏开发方法,目的是帮助、教育人们,消除软件开发过程中出现的交流障碍。最成功的方法是作者所称的用户需求与发展(UFIND)方法。UFIND是基于用户的持续反馈,可用性和游戏化,因为它远离了经典的软件开发方法。UFIND的目的是,在制作应用程序时,不仅应用程序,而且用户也应该始终处于焦点的中心,而不是任务。这也意味着某些能力,甚至用户的认知技能可以在每个测试周期中进一步发展。在本文中,作者将定义和介绍应用程序开发的UFIND方法,并将其与其他传统开发方法进行比较。本文详细阐述了UFIND方法的所有五个阶段,从而详细介绍了这种以用户为中心的应用开发方法,并阐述了为什么它对开发严肃游戏很有用。
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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