User Research

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Pejman Mirza-babaei - One of the best experts on this subject based on the ideXlab platform.

  • CHI PLAY (Companion) - Games User Research Methods
    Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
    Co-Authors: Pejman Mirza-babaei, Lennart E Nacke, Anders Drachen
    Abstract:

    This hybrid course will allow participants to understand the complexities of games User Research methods. For this we have put together 4 sessions (2 hours each, 8 hours total) of content on applications on different User Research methods in games evaluation to help participants turn player feedback into actionable design recommendations. The course is designed as a hybrid course with 2 sessions to be delivered online before CHI PLAY 2018, one interactive face-to-face session will be delivered during CHI PLAY 2018 and one final session to be delivered online shortly after CHI PLAY 2018. The course is designed from an applied User experience (UX) Research perspective and should allow for participants unfamiliar with User testing and basic User Research skills. The course material is based on the Games User Research book [1] and will be delivered by the book's editors.

  • Oxford Scholarship Online - Introduction to Games User Research
    Oxford Scholarship Online, 2018
    Co-Authors: Anders Drachen, Pejman Mirza-babaei, Lennart E Nacke
    Abstract:

    This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and Research concerned with ensuring the optimal quality of usability and User experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and Researchers in the GUR community as a handbook and guide for everyone interested in User Research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced User Researchers.

  • Oxford Scholarship Online - Reporting User Research findings to the development team
    Oxford Scholarship Online, 2018
    Co-Authors: Pejman Mirza-babaei
    Abstract:

    As part of conducting Research, reporting must occur. In addition to communicating the Research result accurately, a report must motivate the team to act on the result, which often means modifying their build to increase the quality of their product. Approaches used to report User Research findings back to the development team are just as important as the findings themselves. If the findings are not communicated to the development team effectively, the developers may not take action and miss potentially critical changes that could have made a difference in the development cycle and overall success of the project. If User Researchers conduct the best possible study, identify the most critical issues, but fail to communicate or explain the findings in a way that motivates the development team, then changes may not occur. Many chapters in this book discuss methodologies for conducting User Research; this chapter focuses on approaches to communicate the findings to the development team.

  • Oxford Scholarship Online - Affordable and data-driven User Research for indie studios
    Oxford Scholarship Online, 2018
    Co-Authors: Pejman Mirza-babaei, Thomas Galati
    Abstract:

    User testing games does not have to be expensive and time-consuming. In this chapter we focus on the specific situation where the resources, expertise, and time available for User testing is limited, as is usually the case for indie studios. This means adapting affordable and accessible User testing processes for indie studios. We emphasize the contribution of analytics techniques in this adaptation process, and describe different methods of how to incorporate analytics into other Games User Research methods.

  • CHI Extended Abstracts - Games User Research (GUR) for Indie Studios
    Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2016
    Co-Authors: Naeem Moosajee, Pejman Mirza-babaei
    Abstract:

    Playtesting sessions are becoming more integrated in game development cycles. However, playtests are not always feasible or affordable for smaller independent game studios, as they require specialized equipment and expertise. Given the recent growth and prevalence of independent developers, there is a need to adapt playtesting processes for indie studios to assist in creating an optimal player experience. Therefore, our Research focuses on challenges and opportunities of integrating games User Research in the development cycles of independent studios. We worked with three studios conducting playtests on their upcoming titles. In line with the CHI2016 #chi4good spirit this paper contributes to the important topic of adopting User Research methods for indie and small game studios. We believe that the games User Research (GUR) field must advance towards demographics that will benefit from GUR but are under-represented in the community and this paper is one of the first that will contribute to this.

Julie Barnett - One of the best experts on this subject based on the ideXlab platform.

  • Integrating the results of User Research into medical device development: insights from a case study.
    BMC medical informatics and decision making, 2012
    Co-Authors: Jennifer L. Martin, Julie Barnett
    Abstract:

    It is well established that considering Users is an important aspect of medical device development. However it is also well established that there are numerous barriers to successfully conducting User Research and integrating the results into product development. It is not sufficient to simply conduct User Research, it must also be effectively integrated into product development. A case study of the development of a new medical imaging device was conducted to examine in detail how Users were involved in a medical device development project. Two User Research studies were conducted: a requirements elicitation interview study and an early prototype evaluation using contextual inquiry. A descriptive in situ approach was taken to investigate how these studies contributed to the product development process and how the results of this work influenced the development of the technology. Data was collected qualitatively through interviews with the development team, participant observation at development meetings and document analysis. The focus was on investigating the barriers that exist to prevent User data from being integrated into product development. A number of individual, organisational and system barriers were identified that functioned to prevent the results of the User Research being fully integrated into development. The User and technological aspects of development were seen as separate work streams during development. The expectations of the developers were that User Research would collect requirements for the appearance of the device, rather than challenge its fundamental concept. The manner that the User data was communicated to the development team was not effective in conveying the significance or breadth of the findings. There are a range of informal and formal organisational processes that can affect the uptake of User data during medical device development. Adopting formal decision making processes may assist manufacturers to take a more integrated and reflective approach to development, which should result in improved business decisions and a higher quality end product.

  • integrating the results of User Research into medical device development insights from a case study
    BMC Medical Informatics and Decision Making, 2012
    Co-Authors: Jennifer L. Martin, Julie Barnett
    Abstract:

    Background: It is well established that considering Users is an important aspect of medical device development. However it is also well established that there are numerous barriers to successfully conducting User Research and integrating the results into product development. It is not sufficient to simply conduct User Research, it must also be effectively integrated into product development. Methods: A case study of the development of a new medical imaging device was conducted to examine in detail how Users were involved in a medical device development project. Two User Research studies were conducted: a requirements elicitation interview study and an early prototype evaluation using contextual inquiry. A descriptive in situ approach was taken to investigate how these studies contributed to the product development process and how the results of this work influenced the development of the technology. Data was collected qualitatively through interviews with the development team, participant observation at development meetings and document analysis. The focus was on investigating the barriers that exist to prevent User data from being integrated into product development. Results: A number of individual, organisational and system barriers were identified that functioned to prevent the results of the User Research being fully integrated into development. The User and technological aspects of development were seen as separate work streams during development. The expectations of the developers were that User Research would collect requirements for the appearance of the device, rather than challenge its fundamental concept. The manner that the User data was communicated to the development team was not effective in conveying the significance or breadth of the findings. Conclusion: There are a range of informal and formal organisational processes that can affect the uptake of User data during medical device development. Adopting formal decision making processes may assist manufacturers to take a more integrated and reflective approach to development, which should result in improved business decisions and a higher quality end product.

Lennart E Nacke - One of the best experts on this subject based on the ideXlab platform.

  • CHI PLAY (Companion) - Games User Research Methods
    Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
    Co-Authors: Pejman Mirza-babaei, Lennart E Nacke, Anders Drachen
    Abstract:

    This hybrid course will allow participants to understand the complexities of games User Research methods. For this we have put together 4 sessions (2 hours each, 8 hours total) of content on applications on different User Research methods in games evaluation to help participants turn player feedback into actionable design recommendations. The course is designed as a hybrid course with 2 sessions to be delivered online before CHI PLAY 2018, one interactive face-to-face session will be delivered during CHI PLAY 2018 and one final session to be delivered online shortly after CHI PLAY 2018. The course is designed from an applied User experience (UX) Research perspective and should allow for participants unfamiliar with User testing and basic User Research skills. The course material is based on the Games User Research book [1] and will be delivered by the book's editors.

  • Oxford Scholarship Online - Introduction to Games User Research
    Oxford Scholarship Online, 2018
    Co-Authors: Anders Drachen, Pejman Mirza-babaei, Lennart E Nacke
    Abstract:

    This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and Research concerned with ensuring the optimal quality of usability and User experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and Researchers in the GUR community as a handbook and guide for everyone interested in User Research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced User Researchers.

  • CHI Extended Abstracts - Actionable Inexpensive Games User Research
    Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
    Co-Authors: Lennart E Nacke, Steve Engels, Pejman Mirza-babaei
    Abstract:

    This course will allow people to understand the intricacies of rapid games User Research methods. For this we will weave together playtesting exercises and help participants turn player feedback into actionable design recommendations. The course is designed from a User experience (UX) perspective and should allow for people unfamiliar with rapid iteration and User testing to playtesting and basic User Research skills.

  • games User Research practice methods and applications
    Human Factors in Computing Systems, 2013
    Co-Authors: Pejman Mirzababaei, Veronica Zammitto, Jorg Niesenhaus, Mirweis Sangin, Lennart E Nacke
    Abstract:

    Games User Research (GUR) is an emerging field that ties together Human-Computer Interaction (HCI) and Game Development. The GUR community has rapidly evolved over the past few years (spawning an International Game Developers Association Special Interest Group). In this workshop, we are investigating different methodologies currently used in practice. We will highlight benefits and drawbacks in assessing game design issues hoping to gain insights into player experience. The outcome will be a collection of best practices online, showing practitioners and Researchers how to apply these techniques. We will also peer-review and publish extended versions of paper submissions in a Cognitive Science Research Papers Special Issue on GUR. This will extend the discussion of topics beyond the workshop and serve as a platform for future work.

  • game User Research
    Human Factors in Computing Systems, 2012
    Co-Authors: Magy Seif Elnasr, Heather Desurvire, Lennart E Nacke, Anders Drachen, Licia Calvi, Katherine Isbister, Regina Bernhaupt
    Abstract:

    Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI Research and Game User Research.

Jeff Sauro - One of the best experts on this subject based on the ideXlab platform.

  • chapter 2 quantifying User Research
    Quantifying the User Experience (Second Edition)#R##N#Practical Statistics for User Research, 2016
    Co-Authors: Jeff Sauro
    Abstract:

    User Research is a broad term that encompasses many methodologies, such as usability testing, surveys, questionnaires, and site visits, that generate quantifiable outcomes. Usability testing is a central activity in User Research and typically generates the metrics of completion rates, task times, errors, satisfaction data, and User interface problems. You can quantify data from small sample sizes and use statistics to draw conclusions. Even open-ended comments and problem descriptions can be categorized and quantified.

  • Chapter 2 – Quantifying User Research
    Quantifying the User Experience, 2016
    Co-Authors: Jeff Sauro
    Abstract:

    User Research is a broad term that encompasses many methodologies, such as usability testing, surveys, questionnaires, and site visits, that generate quantifiable outcomes. Usability testing is a central activity in User Research and typically generates the metrics of completion rates, task times, errors, satisfaction data, and User interface problems. You can quantify data from small sample sizes and use statistics to draw conclusions. Even open-ended comments and problem descriptions can be categorized and quantified.

  • quantifying the User experience practical statistics for User Research
    2012
    Co-Authors: Jeff Sauro, James R. Lewis
    Abstract:

    You're being asked to quantify usability improvements with statistics. But even with a background in statistics, you are hesitant to statistically analyze the data, as you may be unsure about which statistical tests to use and have trouble defending the use of the small test sample sizes associated with usability studies. The book is about providing a practical guide on how to use statistics to solve common quantitative problems arising in User Research. It addresses common questions?you face every day?such as: Is the current product more usable than our competition? Can we be sure at least 70% of Users can complete the task on the 1st attempt? How long will it take Users to purchase products on the website??This book shows you which test to use, and how provide a foundation for both the statistical theory and best practices in applying them. The authors draw on decades of statistical literature from Human Factors, Industrial Engineering and Psychology, as well as their own published Research to provide the best solutions. They provide both concrete solutions (excel formula, links to their own web-calculators) along with an engaging discussion about the statistical reasons for why the tests work, and how to effectively communicate the results. Provides practical guidance on solving usability testing problems with statistics for any project, including those using Six Sigma practices Show practitioners which test to use, why they work, best practices in application, along with easy-to-use excel formulas and web-calculators for analyzing data Recommends ways for practitioners to communicate results to stakeholders in plain English Table of Contents Dedication Acknowledgements About the Authors Chapter 1: Introduction and How to Use This Book Chapter 2: Quantifying User Research Chapter 3: How Precise Are Our Estimates? Confidence Intervals Chapter 4: Did We Meet or Exceed Our Goal? Chapter 5: Is There a Statistical Difference between Designs? Chapter 6: What Sample Sizes Do We Need? Part 1: Summative Studies Chapter 7: What Sample Sizes Do We Need? Part 2: Formative Studies Chapter 8: Standard Usability Questionnaires Chapter 9: Six Enduring Controversies in Measurement and Statistics Chapter 10: Wrapping Up Appendix Index

  • Quantifying User Research
    Quantifying the User Experience, 2012
    Co-Authors: Jeff Sauro, James R. Lewis
    Abstract:

    User Research is a broad term that encompasses many methodologies, such as usability testing, surveys, questionnaires, and site visits, that generate quantifiable outcomes. Usability testing is a central activity in User Research and typically generates the metrics of completion rates, task times, errors, satisfaction data, and User interface problems. You can quantify data from small sample sizes and use statistics to draw conclusions. Even open-ended comments and problem descriptions can be categorized and quantified.

Chujit Treerattanaphan - One of the best experts on this subject based on the ideXlab platform.

  • CDVE - A Collaborative Tool for Capturing, Sharing and Connecting User Research Study in Design
    Lecture Notes in Computer Science, 1
    Co-Authors: Chujit Treerattanaphan
    Abstract:

    The objective of our project is to build a web based tool for generating a valuable design User Research resource. User Research is a process of discovering desirable and undesirable Users' needs and expectation from a product or service. This User Research information provides crucial sources of Research insights, which lead to a process of finding ideas about functionality, features, criteria, and design attributes of a product or service. Usability testing is also considered as a part of the User Research process to verify the feasibility of the design. The proposed Capturing, Sharing, and Connecting User Research (CSCUR) tool can help the design Researcher to record and utilize User data efficiently. CSCUR tool provides a keyword list and procedure used as a guideline for design Researchers to investigate related issues that need to be considered in design process, leading to an innovative design and responding to Users' needs. Searching functionality facilitates activities in exchanging ideas and encouraging teamwork among the design Research community.