8 results on '"Wiberg, Charlotte"'
Search Results
2. Evaluating fun and entertainment : Developing a conceptual framework design of evaluation methods
- Author
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Desurvire, Heather, Jegers, Kalle, and Wiberg, Charlotte
- Subjects
Interaction Technologies ,Interaktionsteknik - Abstract
This paper presents an approach to analyze and re-design evaluation methods. The domain explored in thispaper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be appliedin other domains as well. The approach is conceptually described and two examples of processes where the approachwere used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned,there is a constant need of re-designing evaluation methods.
- Published
- 2007
3. Affective computing vs. usability ? : Insights of using traditional usability evaluation methods
- Author
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Wiberg, Charlotte
- Subjects
Interaction Technologies ,Interaktionsteknik - Abstract
Evaluating affective interfaces in order to provide input for designers is a challenge for the CHI community. One question is to what extent traditional evaluation methods, used for evaluating traditional usability, are applicable at all, and if they need revision. The purpose of this project was to gain an understanding in how applicable traditional usability evaluation methods are in understanding people’s experiences of affective systems, in this case Entertainment web sites. Empirical techniques as well as inspection methods were used on a number of web sites. The results show that the methods are applicable but need revision. When it comes to the development of inspection methods, the challenges include finding proper heuristics to support the experts in using Heuristic Evaluation, providing conditions for experts which bridge the gap between evaluation and authentic use, developing complementary methods for use in combination with existing methods etc. In empirical evaluation of entertainment in the context of web usability, the most crucial aspect might be to consider how to arrange a setting that is as natural and authentic as possible when evaluating fun, as this seems to be important for the results. Overall, the results of the study clearly show that important aspects of affective interfaces can be
- Published
- 2005
4. Fun in the home : Guidelines for evaluating interactive entertainment on the web
- Author
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Wiberg, Charlotte
- Subjects
Interaction Technologies ,Interaktionsteknik - Abstract
In recent years, we have witnessed a dramatic change in how ICT (Information- and Communication Technologies) is used, and examples of usage of ICT are allocation of leisure time, learning, man-to-man communication, e-shopping and much more (Bradley, 2001). Today, the computer has moved to the kitchen, the living room, and even the garage, to support the activities going on there – food recipes are browsed from the kitchen and in the living room a TV-show is displaying supporting web sites for chatting, presentation of further information, voting, etc. Children have PC’s, on which they communicate with others, play games, search the web and so on. Because of this change in usage of ICT, the focus of design concerns has expanded from predominantly functional aspects of ICT systems to overall user experience. The trend towards experience has direct implications for usability evaluation. Since experience is considered an important aspect of the quality of various products, it should be evaluated. One possible, if not universally accepted, approach is to consider evaluation of experience as a case of usability evaluation. However, the existing methods cannot be employed. When the focus is on experiences rather than on more functional aspects of systems, a revision of usability methods is required. This paper presents a novel approach in how to conduct Heuristic Evaluations (Nielsen, 1993) on ICT mediating interactive entertainment. New heuristics, so called funology heuristics, were developed and empirically tested on, what is called, entertainment web sites. These funology heuristics were also combined with novel methodological approaches in order to fulfill the requirements when evaluating fun on the web.
- Published
- 2005
5. Usability and fun : An overview of relevant research in the hci community
- Author
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Wiberg, Charlotte
- Subjects
Interaction Technologies ,Interaktionsteknik - Abstract
Evaluating affective interfaces in order to provide input for designers is a challenge for the CHI community. One question is to what extent traditional evaluation methods, used for evaluating traditional usability, are applicable at all, and if they need revision. The purpose of this project was to gain an understanding in how applicable traditional usability evaluation methods are in understanding people’s experiences of affective systems, in this case Entertainment web sites. Empirical techniques as well as inspection methods were used on a number of web sites. The results show that the methods are applicable but need revision. When it comes to the development of inspection methods, the challenges include finding proper heuristics to support the experts in using Heuristic Evaluation, providing conditions for experts which bridge the gap between evaluation and authentic use, developing complementary methods for use in combination with existing methods etc. In empirical evaluation of entertainment in the context of web usability, the most crucial aspect might be to consider how to arrange a setting that is as natural and authentic as possible when evaluating fun, as this seems to be important for the results. Overall, the results of the study clearly show that important aspects of affective interfaces can be revealed by using traditional usability evaluation methods – aspects which should be considered early in the design phase.
- Published
- 2005
6. Satisfaction and learnability in edutainment : A usability study of the knowledge game ‘Laser Challenge’at the Nobel e-museum
- Author
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Wiberg, Charlotte and Jegers, Kalle
- Subjects
Interaction Technologies ,ComputingMilieux_PERSONALCOMPUTING ,Interaktionsteknik - Abstract
This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games, in order to guide designers of such games. Usability evaluations, with users and experts, were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams consisting of game designers and HCI experts. The result was a proposal of a list of design guidelines. In this paper they are grouped in three general categories; (1) game experience, (2) balance between entertainment and education, and (3) general understanding. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of inconsistencies. Some of the implications from the findings, as discussed in the focus group, were guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.
- Published
- 2003
7. FunTain : Design Implications for Edutainment Games
- Author
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Jegers, Kalle and Wiberg, Charlotte
- Subjects
Interaction Technologies ,ComputingMilieux_PERSONALCOMPUTING ,Interaktionsteknik - Abstract
This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games. This to guide designers of such games, as they often lack in design guidelines. Usability evaluations were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams with game designers and HCI experts. The result was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings, as discussed in focus group, are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.
- Published
- 2003
8. Configuring social agents
- Author
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Wiberg, Charlotte and Wiberg, Mikael
- Subjects
Interaction Technologies ,Interaktionsteknik - Abstract
Social agents have recently been more frequently used in the user interface. However, so far not many studies have been conducted on what impact such interfaces have on users behavior. This paper discusses this and reports on empirical findings, which focus on impact of social agents on user behavior. We talk of social agents as interfaces that act autonomously but are related to the actions of the user. However, to really figure out what social impact these interfaces have on humans, we discuss what characteristics of social agents that should be possible to configure, in order to establish, maintain and develop a fruitful relation with the user. In order to do so, we needed to explore the impact for real users. The exploration of the impact of social agents such as BonzyBuddy the Parrot and Bob, the Paper-clip guy, was done empirically through observations and interviews with users. Based on empirical data collected in the study, a user-agent interaction model was constructed. The model illustrates three dimensions for configuration of social interfaces. Given the interaction model the two agents investigate are discussed followed by a discussion on what implications these observations has for design of social agents. Having identified the need for self-examining and selfadapting social agents and related problems we then conclude the paper and points at some future work.
- Published
- 2001
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