Archive for the 'Usability' Category

Lair, UAV’s, and the Challenge of Using Gestural Controls

October 7th, 2007

There’s a review of the PS3 game “Lair” that ties into some of our research at GMU.  Check the review: 
“Lair is a beautiful fantasy-action game with a good story and extraordinary music.Too bad it’s virtually unplayable.
This is because the Sony PlayStation 3 exclusive is one of the most difficult video games to control in recent […]

WikiRome- How do you Dynamically Display System Elements?

September 24th, 2007

An interesting article about an MIT initiative that dynamically maps action in a city, using information from cell phones, GPS devices, etc.

The concept is to be able to rapidly gain information about anything from “what bar is jumping” to “exactly where are the local buses right now?”
Aside from the coolness factor, imagine the possibilities for […]

Why GOW costs $60 - Where does UX fit into the picture?

September 20th, 2007

Here’s an interesting article on why Gears of War costs $60 - as in, where’s the money go?
The real show here, though, isn’t the article - it’s the pop-up window with a pie chart breakdown on what each dollar of the 60 is alloted for. Interesting stuff.
So my question is simple (and likely […]

What do Wired, Microsoft Games, Halo 3, and Usability have in common?

August 27th, 2007

They all come together to make a pretty good article.
Here’s the link:
http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo?currentPage=1

(Image from Wired)
Recently, one of our groups at GMU worked to used eye tracking for some of the smae types of problems noted in the article.
Which brings up a great example of eye tracking and usability. In the wired article, […]

Heart Rate and Gaming: What Can Our Body Tell Us About Preference?

August 22nd, 2007

An interesting article about using physiological measures with game preference:
http://www.usatoday.com/tech/products/cnet/2007-08-21-video-game-brain-scans_N.htm

From the article:
“So game maker THQ tried an unusual research method last year to evaluate people’s early emotional response to its in-development shooter game Frontlines. Instead of asking a test group how it liked the game, as with most market research, the company hired […]

Technological Innovation can make you fat

August 6th, 2007

Here’s an interesting article about a Visa survey where our interactions with technology change our behavior - in this case, our fast food consumption.
During my time at Motorola, I remember an early test on RFID-enabled credit cards resulted in significant increases in purchase amount per visit. When our interaction with technology changes, our behavior […]

Kids, Usability, and Technology: Is “like” even the right word?

August 3rd, 2007

I was reading an article about a recent survey on kids and usability which reported an interesting finding: According a survey by Microsoft and Viacom about kids and technology, children in developed countries don’t “like” technology, (though they do use it). Interestingly, children in Brazil, India, and China are much more likely to […]

Picture Viewing & Attention: Getting There vs Being There?

July 30th, 2007

I’ve got an interesting post about FIFA 07 and human error, but wanted to post a quick link to an article that I’m looking forward to reading - called “The effect of available choice on cognitive processing of pictures”:
http://journalism.missouri.edu/news/2007/07-12-online-content-study.html
This study (soon to be published in the journal Computers in Human Behavior) argues that users allocate […]

Shadowrun, OXM, and Subjective Value of Games

July 25th, 2007

Just listened to an interesting podcast on the role of price point in the ratings score of a game. This is specifically in the context of Shadowrun, a new Xbox 360 FPS that developed some new tweaks for multi player gaming, but did not feature a single player campaign. Mitch Gitelman (who’s […]

the iPhone and Task Analysis

July 22nd, 2007

One of the new iPhone commercials does an excellent job of displaying the beauty of task-based design, as well as the value of using scenario based design to create novel interfaces.

http://www.youtube.com/watch?v=02FMGCZU740

The danger we face, as designers, is creating a design that can respond to the scenarios we don’t anticipate - the designs that address the […]

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