| Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems |
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Conference on Human Factors in Computing Systems
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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
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Authors
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Jun H. Kim
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Microsoft Game Studios, Redmond, WA, USA
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Daniel V. Gunn
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Microsoft Game Studios, Redmond, WA, USA
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Eric Schuh
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Microsoft Game Studios, Redmond, WA, USA
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Bruce Phillips
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Microsoft Game Studios, Redmond, WA, USA
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Randy J. Pagulayan
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Microsoft Game Studios, Redmond, WA, USA
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Dennis Wixon
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Microsoft Game Studios, Redmond, WA, USA
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| Bibliometrics |
Downloads (6 Weeks): 54, Downloads (12 Months): 392, Citation Count: 4
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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.
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CITED BY 4
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Anders Tychsen , Alessandro Canossa, Defining personas in games using metrics, Proceedings of the 2008 Conference on Future Play: Research, Play, Share, November 03-05, 2008, Toronto, Ontario, Canada
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Chang Yun , Dvijesh Shastri , Ioannis Pavlidis , Zhigang Deng, O' game, can you feel my frustration?: improving user's gaming experience via stresscam, Proceedings of the 27th international conference on Human factors in computing systems, April 04-09, 2009, Boston, MA, USA
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