Usability Engineering of Games: A Comparative Analysis of Measuring Excitement Using Sensors, Direct Observations and Self-Reported Data
Arwa Alamoudi, Noura Alomar, Rawan Alabdulrahman, Sarah Alkoblan and, Wea'am Alrashed

TL;DR
This paper compares physiological sensor data, observer opinions, and self-reports to evaluate excitement in games, analyzing their effectiveness as usability testing tools and providing insights into their relative reliability.
Contribution
It introduces a comparative analysis of physiological, observational, and self-reported measures for game excitement, highlighting the potential of EDA sensors in usability testing.
Findings
EDA sensor data partially supports the hypothesis
Observer opinions and self-reports show differing results
Physiological measures can complement traditional usability assessments
Abstract
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA based physiological measurements as a usability testing tool by considering three measures which are observers opinions, self reported data and EDA based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsUsability and User Interface Design
