Jamie May
2 articles-
Abstract
Background:Recordings of gamers interacting with video games have become a mainstay of online video-sharing communities such as YouTube. Sometimes called Let's Play videos, those recordings include content relatable to usability testing sessions and potentially illustrate basic think-aloud protocols.Literature review:Research regarding think-aloud protocols indicates that the use of video to review concurrent user commentary is a valid usability testing technique, including sessions that include little to no tester instruction or intervention. Evaluation using a heuristic created for the studied interface can support this type of usability testing.Research questions:1. Based on a heuristic created from video game usability research, do Let's Play videos provide content representative of think-aloud protocols regarding usability of the games played? 2. Are relevant Let's Play videos potentially useful tools for illustrating think-aloud protocols to students unfamiliar with this type of usability testing?Methods:After reviewing research concerning video game heuristics to create a common set of guidelines, the author selected and reviewed five YouTube videos, gathering and coding information related to the heuristic.Results:The recordings were found to contain relevant information regarding video game usability based on the criteria developed from the literature, specifically considering verbalizations relative to think-aloud protocols.Conclusion:Because these gaming videos contain commentary measurable against a research-based heuristic for game usability, they could be used as an additional method to introduce think-aloud protocols to usability students.
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Abstract
In this webtext, we share our experiences in a new media graduate course in which students played and experimented with littleBits (modular circuitry designed for easy invention). Modular three-dimensional objects provide opportunities to introduce new media to students in ways that disrupt their conventional practices of invention, provide opportunities to explore rhetorical practice as play, and refigure creation as remix and craft.