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Aspetti di Interazione con l‘Utente
nei Serious Games (ABSTRACT della PRESENTAZIONE)
prof. Luca Chittaro Laboratorio di Interazione Uomo-Macchina Dipartimento di Matematica e Informatica Università di Udine http://www.dimi.uniud.it/chittaro http://hcilab.uniud.it
http://lucachittaro.nova100.ilsole24ore.com
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Page 2 (ABSTRACT della presentazione) Luca CHITTARO, 2011
Contenuti della presentazione
• Serious Game: – Introduzione ai Serious Game – Principali Settori Applicativi – Casi di studio
• Interazione Uomo-Macchina per i Serious Game:
– Usability e User Experience dei Serious Game – User-centered Design per i Serious Game – Aspetti di persuasione nei Serious Game – Valutazione di Serious Game sugli utenti – Casi di Studio
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Page 3 (ABSTRACT della presentazione) Luca CHITTARO, 2011
Serious Games
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Page 4 (ABSTRACT della presentazione) Luca CHITTARO, 2011
Educational contexts • Formal education (from kindergarten to college)
• Informal education (museums, cultural sites, aquariums and
zoos,…)
• Distance or electronic learning (both self-instruction and computer-mediated learning)
• Vocational training (industry, medicine, military,…)
• Special needs education (both physical and cognitive disabilities)
Chittaro L., Ranon R., Web3D Technologies in Learning, Education and Training: Motivations, Issues, Opportunities, Computers & Education, 2007, Vol. 49, pp. 3-18
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Video
Caso di studio: training degli infermieri 118
VIDEO
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HCI Perspective on Serious Game Design
• Know your users: - Who are they? What are their abilities? What are their
preferences? - consider entry barriers (e.g. is a Facebook game a good idea
if your users are not familiar with Facebook?)
- remember that a game is not fun or engaging per se • Learn more about the psychology of games:
- Just adding some badges and points or nice graphics to a human activity is not going to be enough
• Follow a user-centered design process: - Storyboarding, rapid prototyping, pilot testing,
quantitative and qualitative evaluation on players,…
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The need for reliable theoretical foundations on…
• Game and play… For example: - Caillois’ classification (Agon, Alea, Vertigo, Mimesis) - Csikszentmihalyi’s Flow theory
• …Education… For example: - zone of proximal development - constructivism
• …and beyond… - literary analysis, film studies, drama, storytelling,…
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Evaluating the user experience with physiological sensors
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User Studies at the HCI Lab
• All traditional measurements (user’s performance and subjective questionnaires)
• PLUS analysis of: – Skin conductance – Cardiac parameters – Respiratory parameters – Body temperature – EMG (electromyography – facial and body) – EEG (electroencephalography) – fMRI (functional magnetic resonance imaging)
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Introducing automatic tools Serious games Tools for
content and interaction design
Tools for visual analytics of
usage data