识别VR游戏用户体验问题的老年人并发和回顾性有声思考语言

IF 1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Interacting with Computers Pub Date : 2023-01-01 DOI:10.1093/iwc/iwac039
Mingming Fan;Vinita Tibdewal;Qiwen Zhao;Lizhou Cao;Chao Peng;Runxuan Shu;Yujia Shan
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引用次数: 1

摘要

虽然虚拟现实游戏有利于老年人提高身体功能和认知能力,但虚拟现实研究通常不包括老年人。我们对2016年至2020年间主要HCI会议(即ASSETS、CHI、CHI PLAY、CSCW和DIS)的会议记录的审查显示,352篇VR相关论文中只有三篇涉及老年人。因此,老年人往往会遇到VR的用户体验(UX)问题。识别用户体验问题的一种常见方法是使用大声思考(TA)协议进行可用性测试。由于虚拟现实游戏往往对感知和身体要求很高,老年人可能需要为虚拟现实内容和互动分配更多的资源,因此大声思考的资源更少。这就提出了一个问题,即TA协议是否仍然是检测老年参与者VR游戏用户体验问题的可行方法。为了回答这个问题,我们对老年人进行了可用性测试,他们使用行业中广泛使用的并发和回顾性TA协议(即CTA和RTA)玩了两种常见类型的VR游戏(即练习游戏和体验游戏)。我们分析了参与者的TA言语,并揭示了不同类别的言语如何表明用户体验问题。我们进一步展示了老年人如何在两个TA协议中感知大声思考对他们游戏体验的影响,并提供了设计启示。
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Older Adults' Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games
While virtual reality (VR) games are beneficial for older adults to improve their physical functions and cognitive abilities, VR research often does not include older adults. Our review of the proceedings of major HCI conferences (i.e. ASSETS, CHI, CHI PLAY, CSCW and DIS) between 2016 and 2020 shows that only three out of 352 VR-related papers involved older adults. Consequently, older adults tend to encounter user experience (UX) problems with VR. One common way to identify UX problems is to conduct usability testing with think-aloud (TA) protocols. As VR games tend to be perceptually and physically demanding, older adults might need to allocate more resources to VR content and interaction and thus have fewer resources for thinking aloud. This raises the question of whether TA protocols are still a viable approach to detecting UX problems of VR games for older adult participants. To answer this question, we conducted usability testing with older adults who played two common types of VR games (i.e. the exergame and experience game) using concurrent and retrospective TA protocols (i.e. CTA and RTA), which are widely used in the industry. We analyzed participants' TA verbalizations and uncovered how different categories of verbalizations indicate UX problems. We further show how older adults perceived the effects of thinking aloud on their game experiences in two TA protocols and offer design implications.
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来源期刊
Interacting with Computers
Interacting with Computers 工程技术-计算机:控制论
CiteScore
2.70
自引率
0.00%
发文量
12
审稿时长
>12 weeks
期刊介绍: Interacting with Computers: The Interdisciplinary Journal of Human-Computer Interaction, is an official publication of BCS, The Chartered Institute for IT and the Interaction Specialist Group . Interacting with Computers (IwC) was launched in 1987 by interaction to provide access to the results of research in the field of Human-Computer Interaction (HCI) - an increasingly crucial discipline within the Computer, Information, and Design Sciences. Now one of the most highly rated journals in the field, IwC has a strong and growing Impact Factor, and a high ranking and excellent indices (h-index, SNIP, SJR).
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