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      Investigating the Fidelity Effect when Evaluating Game Prototypes with Children

      ,

      27th International BCS Human Computer Interaction Conference (HCI 2013) (HCI)

      Human Computer Interaction Conference (HCI 2013)

      9 - 13 September 2013

      Games, Fidelity Effect, User Experience, Children, Prototyping

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          Abstract

          The development and evaluation of prototypes is an important part of game development. Using an iPad, this study aimed to establish whether the fidelity of the prototype affects the ability of children to evaluate the user experience of a game. The participants were aged between 11 and 13 and used the Fun Toolkit to measure user experience in both fidelities. The results showed that the majority of children rated the low-fidelity version lower in terms of look, control and idea with the most significant difference being for the construct relating to the overall experience of the game. When evaluating monetary transactions with children it is important to realise that parental controls might influence the results.

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          Most cited references 6

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          Guidelines for usability testing with children

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            Low vs. high-fidelity prototyping debate

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              The influence of prototype fidelity and aesthetics of design in usability tests: effects on user behaviour, subjective evaluation and emotion.

              An empirical study examined the impact of prototype fidelity on user behaviour, subjective user evaluation and emotion. The independent factors of prototype fidelity (paper prototype, computer prototype, fully operational appliance) and aesthetics of design (high vs. moderate) were varied in a between-subjects design. The 60 participants of the experiment were asked to complete two typical tasks of mobile phone usage: sending a text message and suppressing a phone number. Both performance data and a number of subjective measures were recorded. The results suggested that task completion time may be overestimated when a computer prototype is being used. Furthermore, users appeared to compensate for deficiencies in aesthetic design by overrating the aesthetic qualities of reduced fidelity prototypes. Finally, user emotions were more positively affected by the operation of the more attractive mobile phone than by the less appealing one.
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                Author and article information

                Contributors
                Conference
                September 2013
                September 2013
                : 1-6
                Affiliations
                University of Central Lancashire

                Preston, UK
                Article
                10.14236/ewic/HCI2013.62
                © Gavin Sim et al. Published by BCS Learning and Development Ltd. 27th International BCS Human Computer Interaction Conference (HCI 2013), Brunel University, London, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                27th International BCS Human Computer Interaction Conference (HCI 2013)
                HCI
                27
                Brunel University, London, UK
                9 - 13 September 2013
                Electronic Workshops in Computing (eWiC)
                Human Computer Interaction Conference (HCI 2013)
                Product
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Categories
                Electronic Workshops in Computing

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