Navigating and interacting indoors with a mobile learning game

G. Schwabe, Christoph Göth
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引用次数: 24

Abstract

The paper reports on the experiences of designing the interface of a mobile learning game. Three system versions were presented to discuss design issues and the results of three trials (the largest with more than 100 users). Eight design implications resulted from those trials. 1) Base the navigation interface on maps designed for walking. 2) Precise zooming is adequate for standing use only; button based coarse zooming is adequate for walking. 3) Good navigation support does not only cover the current situation, but also captures the past and supports planning. 4) Visualise imprecision of location information appropriately. 5) Chat-based communication is inadequate for many game situations. Carefully designed oral communication would be more appropriate in many situations. 6) Embed competitive awareness into the other channels. 7) Design explicitly for standing and walking use. 8) Design systems for user pairs. The design approaches discussed in this paper can also be applied to other mobile applications such as mobile learning in museums, emergency support or tourism.
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通过移动学习游戏在室内导航和互动
本文介绍了一款手机学习游戏的界面设计经验。介绍了三个系统版本,以讨论设计问题和三个试验的结果(最大的一个超过100个用户)。这些试验产生了八个设计启示。1)导航界面以行走地图为基础。2)精确变焦仅适用于站立使用;基于按钮的粗缩放适合行走。3)良好的导航支持不仅涵盖当前情况,还能捕捉过去并支持规划。4)适当地可视化位置信息的不精确性。5)基于聊天的交流方式并不适合许多游戏情境。精心设计的口头交流在许多情况下更合适。6)将竞争意识植入其他渠道。7)明确设计为站立和行走使用。8)为用户对设计系统。本文讨论的设计方法也可以应用于其他移动应用,如博物馆、应急支持或旅游中的移动学习。
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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