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Designing The User Experience Of Game Development Tools


Designing The User Experience Of Game Development Tools
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Designing The User Experience Of Game Development Tools


Designing The User Experience Of Game Development Tools
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Author : David Lightbown
language : en
Publisher: CRC Press
Release Date : 2015-02-24

Designing The User Experience Of Game Development Tools written by David Lightbown and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-24 with Computers categories.


Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.The book explains how to im



The Gamer S Brain


The Gamer S Brain
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Author : Celia Hodent
language : en
Publisher: CRC Press
Release Date : 2017-08-10

The Gamer S Brain written by Celia Hodent and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-10 with Computers categories.


Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.



Evaluating User Experience In Games


Evaluating User Experience In Games
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Author : Regina Bernhaupt
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-04-12

Evaluating User Experience In Games written by Regina Bernhaupt and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-04-12 with Computers categories.


It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.



Designing The User Experience Of Game Development Tools


Designing The User Experience Of Game Development Tools
DOWNLOAD
Author : David Lightbown
language : en
Publisher: CRC Press
Release Date : 2015-02-24

Designing The User Experience Of Game Development Tools written by David Lightbown and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-24 with Computers categories.


Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.The book explains how to im



Seductive Interaction Design


Seductive Interaction Design
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Author : Stephen P. Anderson
language : en
Publisher: Pearson Education
Release Date : 2011-06-13

Seductive Interaction Design written by Stephen P. Anderson and has been published by Pearson Education this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-06-13 with Computers categories.


What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act. Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.



Playful Design


Playful Design
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Author : John Ferrara
language : en
Publisher: Rosenfeld Media
Release Date : 2012-05-17

Playful Design written by John Ferrara and has been published by Rosenfeld Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-05-17 with Computers categories.


Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.



Proceedings Of The 5th Annual Generalized Intelligent Framework For Tutoring Gift Users Symposium Giftsym5


Proceedings Of The 5th Annual Generalized Intelligent Framework For Tutoring Gift Users Symposium Giftsym5
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Author : Robert Sottilare
language : en
Publisher: Robert Sottilare
Release Date : 2017-07-17

Proceedings Of The 5th Annual Generalized Intelligent Framework For Tutoring Gift Users Symposium Giftsym5 written by Robert Sottilare and has been published by Robert Sottilare this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-17 with Education categories.


This is the fifth year we have been able to capture the research and development efforts related to the Generalized Intelligent Framework for Tutoring (GIFT) community which at the writing of these proceedings has well over 1000 users in over 65 countries. We are proud of what we have been able to accomplish with the help of our user community. These proceedings are intended to document the evolutions of GIFT as a tool for the authoring of intelligent tutoring systems (ITSs) and the evaluation of adaptive instructional tools and methods.



Design User Experience And Usability Theory Methods Tools And Practice


Design User Experience And Usability Theory Methods Tools And Practice
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Author : Aaron Marcus
language : en
Publisher: Springer
Release Date : 2011-06-27

Design User Experience And Usability Theory Methods Tools And Practice written by Aaron Marcus and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-06-27 with Computers categories.


The two-volume set LNCS 6769 + LNCS 6770 constitutes the proceedings of the First International Conference on Design, User Experience, and Usability, DUXU 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011, incorporating 12 thematically similar conferences. A total of 4039 contributions was submitted to HCII 2011, of which 1318 papers were accepted for publication. The total of 154 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on DUXU theory, methods and tools; DUXU guidelines and standards; novel DUXU: devices and their user interfaces; DUXU in industry; DUXU in the mobile and vehicle context; DXU in Web environment; DUXU and ubiquitous interaction/appearance; DUXU in the development and usage lifecycle; DUXU evaluation; and DUXU beyond usability: culture, branding, and emotions.



Clockwork Game Design


Clockwork Game Design
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Author : Keith Burgun
language : en
Publisher: CRC Press
Release Date : 2015-05-15

Clockwork Game Design written by Keith Burgun and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-15 with Computers categories.


Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations



Design User Experience And Usability Theories Methods And Tools For Designing The User Experience


Design User Experience And Usability Theories Methods And Tools For Designing The User Experience
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Author : Aaron Marcus
language : en
Publisher: Springer
Release Date : 2014-05-16

Design User Experience And Usability Theories Methods And Tools For Designing The User Experience written by Aaron Marcus and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-05-16 with Computers categories.


The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.