Nelson Wong
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Publications by Nelson Wong (bibliography)
» 2009 «
Pinelle, David, Wong, Nelson, Stach, Tadeusz and Gutwin, Carl (2009): Usability heuristics for networked multiplayer games. In: GROUP09 - International Conference on Supporting Group Work 2009. pp. 169-178. Available online
Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between players. This means that designers must consider additional usability issues that relate to group play -- but there are currently no usability engineering methods that are specifically oriented towards the needs of multiplayer games. To address this problem, we developed a new set of usability heuristics, called Networked Game Heuristics (NGH), which can be used in the design and evaluation of networked multiplayer games. The new heuristics were identified by analyzing problem reports from 382 reviews of networked PC games, covering six main genres. We aggregated problem reports into ten problem categories (covering issues from session management to cheating to training for novice players) and developed heuristics that describe how these usability problems can be avoided. We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games. Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability. Our research is the first to present networked game heuristics that are derived from real problem reports, and the first to evaluate the heuristics' effectiveness in a realistic usability test.
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» 2008 «
Pinelle, David and Wong, Nelson (2008): Heuristic evaluation for games: usability principles for video game design. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1453-1462. Available online
Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.
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Pinelle, David, Wong, Nelson and Stach, Tadeusz (2008): Using genres to customize usability evaluations of video games. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 129-136. Available online
Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design -- the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in reviews of 108 commercial video games. The review set included 18 games from each of six major game genres. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present usability profiles for each genre based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.
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» 2003 «
Wong, Nelson, Carpendale, M. Sheelagh T. and Greenberg, Saul (2003): EdgeLens: An Interactive Method for Managing Edge Congestion in Graphs. In: InfoVis 2003 - 9th IEEE Symposium on Information Visualization 20-21 October, 2003, Seattle, WA, USA. . Available online
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Mar 20th, 2010
Changes to this page (author)
17 Feb 2010: Enabled abstracts to be shown on Nelson Wong's author page.26 Jun 2009: Author was edited 19 Jun 2009: Author was edited
02 Jun 2009: Author was edited
12 May 2008: Author was added to the bibliography