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Usability heuristics in the context of control features on mobile games

机译:手机游戏控制功能中的可用性启发法

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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:这项研究建议在使用触摸屏设备的手机游戏控制功能的背景下,提供一种新的可用性启发法。可用性是人造对象的易用性和可学习性,而启发式是一组技术的通用名称,涉及检查员检查用户界面以检查其是否符合一组设计原则。由于触摸屏的小尺寸和无感觉的感觉,因此这些常规的可用性试探法不适合使用。为了开发针对新可用性启发式技术的初步设计,进行了一些参考。此外,该设计基于两个参考。尼尔森的《十种启发法》以及马克·奥弗马尔斯(Mark Overmars)关于如何设计出色的iPhone游戏的想法。本文讨论了针对这种特定用途设计新的可用性启发式方法的初步设计思想。着眼于控制方面,该初步模型包含八个可用性功能,这些功能将在本文的下一部分中进行更简短的讨论。这项研究的结果将为手机游戏设计师提供一系列可用性启发式方法(控制方面),作为他们设计和评估手机游戏的准则。

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