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Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems
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Conference on Human Factors in Computing Systems archive
Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems table of contents
Florence, Italy
SESSION: Data Collection table of contents
Pages 443-452  
Year of Publication: 2008
ISBN:978-1-60558-011-1
Authors
Jun H. Kim  Microsoft Game Studios, Redmond, WA, USA
Daniel V. Gunn  Microsoft Game Studios, Redmond, WA, USA
Eric Schuh  Microsoft Game Studios, Redmond, WA, USA
Bruce Phillips  Microsoft Game Studios, Redmond, WA, USA
Randy J. Pagulayan  Microsoft Game Studios, Redmond, WA, USA
Dennis Wixon  Microsoft Game Studios, Redmond, WA, USA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Automatic recording of user behavior within a system (instrumentation) to develop and test theories has a rich history in psychology and system design. Often, researchers analyze instrumented behavior in isolation from other data. The problem with collecting instrumented behaviors without attitudinal, demographic, and contextual data is that researchers have no way to answer the 'why' behind the 'what'. We have combined the collection and analysis of behavioral instrumentation with other HCI methods to develop a system for Tracking Real-Time User Experience (TRUE). Using two case studies as examples, we demonstrate how we have evolved instrumentation methodology and analysis to extensively improve the design of video games. It is our hope that TRUE is adopted and adapted by the broader HCI community, becoming a useful tool for gaining deep insights into user behavior and improvement of design for other complex systems.


REFERENCES

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Collaborative Colleagues:
Jun H. Kim: colleagues
Daniel V. Gunn: colleagues
Eric Schuh: colleagues
Bruce Phillips: colleagues
Randy J. Pagulayan: colleagues
Dennis Wixon: colleagues