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Usability heuristics in the context of control features on mobile games

机译:可用性启发式在手机游戏控制功能中的背景下

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This research is proposing for a new usability heuristics in the context of control features on mobile games for the use of touchscreen devices. Usability is the ease of use and learnability of a human-made object while heuristics generic name for a set of techniques that involve inspectors examining the user interface to check whether it complies with a set of design principles. Due to small size and senseless feel of the touchscreens, these conventional usability heuristics is not suitable for use. Some references were made in order to develop a preliminary design for the new usability heuristics. Moreover, the design is based on two references; the Nielsen's Ten Heuristics and the ideas of Mark Overmars on how to design a good iPhone Games. This paper discusses the preliminary design ideas for designing the new usability heuristics for this specific use. Focusing on the control aspects, this preliminary model comprises of eight usability features which will be discussed more briefly in the next part of this paper. The results of this study will provide mobile game designers with a set of usability heuristics (control aspects) as their guidelines for designing and evaluating mobile games.
机译:本研究在移动游戏的控制功能中提出了一种新的可用性启发式,用于使用触摸屏设备。可用性是人造对象的易用性和可读性,而启发式通用名称是一组技术,涉及检查用户界面检查用户界面是否符合一组设计原则。由于触摸屏的小尺寸和毫无意义的感觉,这些传统的可用性启发式方法不适合使用。提出了一些参考文献,以便为新的可用性启发式制定初步设计。此外,该设计基于两个参考; Nielsen的十个启发式和Mark Overmars的想法如何设计一个好的iPhone游戏。本文讨论了设计这种特定使用的新可用性启发式的初步设计思路。专注于控制方面,这一初步模型包括八个可用性特征,在本文的下一部分中将更短暂地讨论。本研究的结果将为移动游戏设计师提供一系列可用的启发式(控制方面)作为其设计和评估移动游戏的指导。

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