移动可用性领域研究中众包数据收集的游戏化

Silvia Malatini, L. Klopfenstein, A. Bogliolo
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引用次数: 2

摘要

更大的智能手机变得越来越普遍,有时模糊了手机和平板电脑之间的界限。大多数UI指南和可用性研究很少更新,并且仍然基于较小的屏幕或单手操作,这在可能需要不同甚至双手姿势的大型设备上可能会令人厌倦。过去的可用性研究已经成功地提出了众包数据收集系统,使用在应用程序商店发布的移动应用程序。这项工作旨在研究类似的系统如何从游戏化元素中受益,以加速数据收集并在相对较短的时间内产生准确的结果。介绍了一款Android游戏,该游戏以30秒的短游戏挑战用户,收集用户使用不同设备握持和姿势操作触摸屏的表现。对前60000次触摸交互的初步分析进行了讨论,并显示出与预期结果一致。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification for crowdsourced data collection in mobile usability field studies
Larger smartphones have become increasingly commonplace, sometimes blurring the boundaries between phones and tablets. Most UI guidelines and usability studies are rarely updated and are still based on smaller screens or one-handed operations, which can be tiresome on large devices that may require different, or even two-handed postures. Past usability studies have successfully proposed crowd-sourced data collection systems, using mobile applications published on app stores. This work aims to investigate how similar systems can benefit from gamification elements in order to accelerate data collection and to produce accurate results over relatively short periods. An Android game is presented, which challenges users in short 30-second games, collecting performance of users operating the touchscreen using different device grips and postures. The preliminary analysis of the first 60.000 touch interactions is discussed and shown to be coherent with expected results.
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