Estimating Quality Ratings from Touch Interactions in Mobile Games

Carola Trahms, S. Möller, Jan-Niklas Voigt-Antons
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引用次数: 1

Abstract

Obtaining reliable quality ratings for applications is a time-consuming and expensive process. Touch interaction data, however, can be recorded without additional effort when using mobile applications. It could be used to assess usability without having to conduct dedicated tests. This work investigates the possibility to estimate quality ratings for two mobile games solely from touch interactions without relying on performance or game logic measures. To capture pragmatic as well as hedonic quality aspects of usability as ground truth, the AttrakDiff Mini questionnaire was chosen. Two different simple mobile games were used to capture a variety of touch interactions (taps and swipes). To influence the user ratings, three versions of the games were presented: one in original quality, the two others with manipulated interaction quality. Touch interaction features were extracted from the recorded interaction data and used for training models using linear regression and multivariate adaptive regression splines (MARS). The models were built with three times 10-fold cross-validation on each game data set separately. The results indicate that the ratings for pragmatic quality are estimated significantly better than for hedonic quality and attractiveness. Furthermore, the transferability of the models from one game to the other was examined and the touch features that were most important for estimating quality ratings in this study were identified. Touch interactions seem to carry some information on usability, especially pragmatic quality, and it seems to be possible to estimate a broad direction of the user's usability perception. Just a few touch features carry the most information and can be used for simple but fast and powerful models. This could be applied as an automatic analytic tool for mobile applications as well as in adaptive applications that optimize themselves in terms of usability perceived by individual users.
从手机游戏的触摸互动中评估质量评级
为应用程序获得可靠的质量评级是一个耗时且昂贵的过程。然而,当使用移动应用程序时,无需额外的努力就可以记录触摸交互数据。它可以用来评估可用性,而不必进行专门的测试。这项工作研究了仅通过触摸交互评估两款手机游戏质量评级的可能性,而不依赖于性能或游戏逻辑度量。为了捕捉实用主义和享乐质量方面的可用性作为基本事实,选择了AttrakDiff迷你问卷。我们使用了两种不同的简单手机游戏来捕捉各种触摸互动(点击和滑动)。为了影响用户评分,我们呈现了三个版本的游戏:一个是原始质量,另外两个是经过操纵的交互质量。从记录的交互数据中提取触摸交互特征,并使用线性回归和多元自适应回归样条(MARS)训练模型。这些模型分别在每个游戏数据集上进行了3次10次交叉验证。结果表明,实用品质的评分明显高于享乐品质和吸引力。此外,模型从一个游戏到另一个游戏的可移植性被检查,触摸特征是最重要的估计质量评级在本研究中被确定。触摸交互似乎带有一些关于可用性的信息,特别是实用质量,并且似乎可以估计用户可用性感知的大致方向。只有几个触控功能携带了最多的信息,可以用于简单但快速和强大的模型。这可以作为移动应用程序的自动分析工具,也可以应用于自适应应用程序,根据个人用户感知的可用性来优化自己。
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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