|
||||
|
Usability in software and interface design is an unquestioned design requirement.
Increasingly, researchers interested in human factors and human-computer
interactions are becoming aware of the value of looking beyond usability.
In particular, design aimed at engendering positive affective states in
the user - affective design - is now recognised as important. The program
of study undertaken during the first year of the PhD was spent exploring
different means of achieving the goal of improved affective design. One of the first avenues explored was flow. Flow is described as a euphoric state of concentration and involvement, often claimed to be one of the most enjoyable and valuable experiences a person can have (Csikszentmihalyi, 1992). A case study of the manner in which flow is created in games was conducted and a paper applying the resulting understanding to software was written. (The paper [pdf] [doc] was presented at the Conference for Affective Human Factors Design, 2001; an extension of the research has currently been accepted for publication, subject to revisions, in a special issue of the journal 'Ergnomics'). The possible uses of artificial intelligence for affective design were considered in the context of the use of artificial intelligence in games. A literature review was undertaken and a summary of the AI techniques used in games (with particular focus on one very successful game) was written. (The paper [pdf] [doc] was presented at the 10th IEEE International Conference on Fuzzy Systems, a longer and more detailed version of the paper [pdf] [doc] has been submitted to the 'Australian Journal of Intelligent Information Processing Systems'). The value of alternate input devices as a means of improving a users' affective experience was also considered. A usability study was conducted comparing standard and non-standard controllers for computer games and an experimental report written. (The paper [pdf] [doc] is scheduled to be presented at the International Workshop on Entertainment Computing, 2002). The use of electroencephalography as a means of recognising positive emotional states in computer users (and video game players) was considered. A case-study was conducted comparing the brain states associated with leisure and non-leisure software on both PCs and games consoles. The data is still being analysed, but initial analyses suggest that different brain wave patterns are associated with different affective states when interacting with a computer. An invited presentation [pdf] describing all the aforementioned concepts and their links to affective design (with specific regard to video-game design) was given at the Australian Game Developers Conference, 2001. All the avenues towards improving affective design that were considered proved valuable. However, the most useful and interesting concept explored to date is the media equation. The media equation focuses on the manner in which people treat computers socially and naturally. The confirmation documents for the PhD research program include an extensive review of the literature regarding the media equation and a research plan including a detailed proposed methodology for a first study. Reference: |
||||