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The Physical
Space of Physical Gaming
Masters Thesis Project - Empirical study of
physical gaming in the home
Advisor: Beki Grinter |
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Physical games use the players' physical
activity as input in game play. Over the past few years physical
gaming has been taken out of the arcade and popularized in the home
environment. These devices have spatial demands both in play and
in rest. In the context of the domestic environment, these games
must compete with other entertainment activities of the home. To
this end, we are investigating how the home transforms to include
physical gaming. The information gleaned from this study will be
used to inform the design of physical gaming devices fitted for
the home.
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Qualitative Analysis of Dance Dance
Revolution
Observation and grounded theory analysis of DDR arcade usage
Yelena Nakhimovsky, Allison Sall, Ji-Won Song |
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role: research
Our initial research question was, “what is the relationship
between Dance Dance Revolution (DDR) and its players?” We
conducted observational fieldwork in two arcade settings in the
Atlanta area. As we observed, our research question narrowed to
look more closely at the interactions of the observers. Observers
tend to shift roles from passive to active, and from observer to
performer. Through grounded theory we identified concepts, categories,
and groupings which looked to explain the interactions of an observer. |
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Don't Turn your Back to me
A detailed analysis and redesign of
a Video Karaoke system to address
user needs
CJ Hutto, Elsa Eiriksdottir, Jessica McMillen, Yelena Nakhimovsky,
Allison Sall |
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role: research, interaction design
Private video karaoke has seen a recent surge in popularity. This
setting offers distinct advantages for a user’s experience
over the traditional bar scene. Users are able to control and cater
their karaoke experience by adjusting aspects of the system to their
preferences, including song and video selection, frequency of performance,
volume, and light levels. Handing controls over to novices requires
more care in system design than is currently utilized. Every factor
that introduces frustration or irritation jeopardizes the goal of
the entertainment experience.
We conducted a detailed analysis of a private video karaoke system
in Doraville, Georgia, based on the requirements imposed by its
users, their tasks, and the environment. Targeting areas for improvement,
we proposed and prototyped an improved microphone and a table that
serves as a multi-station touch screen controller. The proposed
system design improves ease of use by simplifying the controls,
increasing audience participation, improving function allocation,
and providing the user with better ways to browse and search songs.
No one wants to spend the first thirty minutes of a fun Friday night
reckoning with the karaoke machine. We don’t think they should
have to. |
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Improving American Idol Voting:
Analysis and User-Centered Design of an ITV
voting system for American Idol
Jason Alderman, Shaun Morber, Dan Klainbaum, Allison Sall |
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role: research, design
Although television is a passive medium, shows often attempt to
include their audiences in the drama of the show. One popular method,
in this era of “reality” television, is letting audience
members vote. The television show “American Idol,” is
a popular talent contest, which culminates each week with an audience
call-in voting system to determine the top performer.
The present voting system is accomplished by phoning in a vote during
a two-hour time window. Within this system are numerous problems.
The most critical is access. According to
MSNBC
, only 4 out of 100 calls were able to cast their vote. In addition,
the current system provides little to no feedback to let the voter
know that their vote has been cast successfully, nor what effect
their vote has had on the outcome. There are no explicit security
measures in place to prevent ballot-stuffing through “power-dialing”
and “phone-phreaking.” There is little room for error—no
reversibility that allows users to correct a possibly misdialed
vote for the wrong contestant.
By conducting a user, task, environmental, and existing system analysis
we defined the problem space. Then, four alternatives were drawn
to fit the usability criteria that we established. We presented
the alternatives in a poster review session. The most popular were
the more novel ideas, which lead us to decide on iTV as the format.
ITV offers the potential to give users the feedback they need, and
be flexible enough to offer reversible actions, clarity, and robustness.
We liked the idea of keeping the act of voting in the same medium
as the performance. We created a prototype in flash that used a
remote control for navigation.
We then conducted user testing, keeping track of errors, and voting
times. Users rated the systems on a Likert scale, and a questionnaire.
The results verified our criticism. Users found the existing phone
solution as aggravating, with a wide gulf of execution. The visual
display of our prototype was welcomed, and users commented that
they liked seeing the results of their vote. Problems found were
due to a lack of familiarity with the remote control, users wanted
a cursor. Yet overall, users rated our prototype higher than the
existing system. |
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