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Using Eye Tracking to Compare how Adults and Children Learn to Use an Unfamiliar Computer Game

机译:使用眼睛跟踪来比较成年人和儿童如何学习使用不熟悉的计算机游戏

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The learnability principle was originally formulated with computer-based applications mainly for adults in mind. In this paper we compare how children and adults learn to use an unfamiliar computer game to determine whether leamability has different meanings across generations. We recorded eye tracking data while users taught themselves to play a computer game. Comparison of the on-screen focus points and eye gazing patterns showed that adults and children have different tactics when confronted with an unfamiliar game. It revealed aspects of software interfaces that adults and children approach differently. For example, children will focus on the game elements and use a trial-and-error approach instead of reading on-screen instructions, while adults are more willing to interrupt game play to read the instructions. The knowledge gained through this research will help designers to distinguish between the needs of users in different age groups and improve the leamability of their products.
机译:最初是由基于计算机的应用程序制定的可读性原则,主要针对成年人。在本文中,我们可以比较儿童和成年人如何学习使用不熟悉的计算机游戏来确定可引导是否具有不同的含义。我们录制了眼睛跟踪数据,同时用户教授自己进行电脑游戏。屏幕上焦点和眼注视模式的比较显示,当面对不熟悉的比赛时,成年人和儿童有不同的策略。它揭示了成年人和儿童方法不同的软件界面的方面。例如,孩子们将专注于游戏元素并使用试验和错误方法而不是屏幕上的指令,而成年人则更愿意中断游戏播放以阅读说明。通过本研究获得的知识将有助于设计人员区分不同年龄群体中用户的需求,并提高产品的可引导性。

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