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Follow the Flow: Using Mind-Mapping to Capture User Feedback


Mind-mapping can provide a visual representation of user feedback during usability testing. It can be a valuable tool for capturing non-linear data flow. 如果使用传统的线性笔记方法,在可用性研究过程中捕获参与者反馈可能会有些困难。전통적인 직선적 노트 필기 기술을 이용하여 사용성 연구 동안 참가자의 피드백을 얻는 것은 성가신 일일 수도 있습니다.O mapa mental pode fornecer uma representação visual do feedback do usuário durante o teste de…
Eyetracking on mobile screen

Better Games: Insights from Eye Tracking

Using eye tracking during usability testing of games decreases potentially false assumptions, and helps developers better understand player behavior by offering qualitative insights.眼动跟踪在游戏的用户测试中会很有用아이 트래킹은 사용자 평가 게임을 위한 유용한 도구입니다.O uso de eye-tracking durante o teste de usabilidade de jogos diminui as potenciais suposições falsas e ajuda os desenvolvedores a entenderem melhor o comportamento…
Two people reading a book

The View from Here: Beyond Books

What will libraries be in the future as they go beyond books to embrace technology like streaming audio, video on demand and virtual reality?What will libraries be in the future as they go beyond books to embrace technology like streaming audio, video on demand and virtual reality?What will libraries be in the future as they…

Graphic Design: Two Views
 (Book Review)

A review of Graphic Design: A New History by Stephen J. Eskilson and Graphic Design Solutions by Robin Landa Two books that make a significant contribution to understanding the history, breadth, and depth of the profession of graphic design.A review of Graphic Design: A New History by Stephen J. Eskilson and Graphic Design Solutions by…
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Play Your Way to Productivity: Using Game Design to Achieve “Flow”

The Email Game, a productivity game inspired by the linearity of in-game tasks, structures your workday into unit-based sessions, breaking work into manageable units. 当他越来越接近空前最高分时,他的心跳越来越快。他的总分增加、暂停、再增加,然后创下了一个新纪录!当他删除了最后一封电子邮件时,他在空中挥舞着拳头。彼の鼓動は、自己の過去最高得点に近づくごとに早くなった。彼の合計得点は上昇し、一時停止し、そしてまたさらに上昇し、その後今までで一番の結果まで一気に上昇した。

Social Games with Words: A Short History of Implementations

Knowing the strengths and weaknesses of a platform is critical to getting the most out of user interface designs for it. 由于游戏产业已经成熟,所以能够提供用户所期望的用户界面和用户体验ゲーム業界が成熟するにつれ、利用者の期待するユーザインタフェースやユーザエクスペリエンスもともに成長している。

Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. 电动赛车 是一个需要两位玩家一起来玩的可下载游戏,旨在让儿童和父母一起玩游戏。在开发过程的每个阶段,我们的跨学科团队都将主要精力放在游戏设计方面,力图通过父母和儿童同时玩游戏,来实现最大程度促进儿童学习的效果電子レーサーは2人プレイ用のダウンロード可能なゲームで、子どもと親が一緒にプレイできるようデザインされている。デザインの各ステージで、学際的なチームが、親子が同時にプレイすることを通じて子どもの学習活動が最大化するようなデザインを行った。