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  HOME  : 29 January, 2014 :  
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User Experience in Games and Virtual Environments 2014

This course is about extending your practical skills in creating games (or VEs) with the scientific skills to analyse the experiences users have in them.  We’ll first examine concepts of user experience in immersive games and virtual environments. The objective is learning what makes such games and environments effective and engaging. We will consider how you can measure user experience in a VE and game and consequently how to make them better.

This course is very practically orientated. You (and perhaps a partner) will take one of your games or VEs (or create a new one) and vary some aspects in a way that you hypothesize will have an effect on the users’ experience (UX). You will then use your theoretical understanding of UX to design an experiment and analyse the outcomes and write-up what was achieved.

There will be a very few lectures to introduce important topics and then it will be up to you to devise the experiments in consultation with the lecturer. The format will be one of seminars and design discussions.

The topics are drawn from the following:

  • What are Immersive Games & VEs?
  • What is User Experience?
  • Presence and Perception
  • Immersion and Flow in Games
  • Measurement of Presence and Flow in Games and VEs
San Storytelling VE
Design Team
URU Attractors
  story board
Builds an ntuitive understanding of what is special about VR and sandbox games

  2.Introducing User Experience
How to characterize experience, focusing on Immersion, Presence and Flow.
  3. Attractor Maps
An attempt to understand how designers draw a player through an environment, using the computer game URU. Zipped PPT.

4. Interaction Design in VEs
Implications of the User’s Freedom of Choice
Perceptual Opportunities
Attractors and Maps
Splitting Up the VE Design Problem

Agile Manifesto   Corner Based VR   book cover "evaluating user experience in games"    
5. Presence and Perception
- Bottom-up
- Top-down
- Integration
- Bottom-up
- Top-down
- BIPs
  6. Measuring Presence
Measures of experience
Behavioural Measures
Physiological Measures
  7. Measuring Flow
CVE: characterize and measure experience
Enhancing Presence
Emotions and Presence