Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems 2015
DOI: 10.1145/2702123.2702166
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Using Game Principles in UX Research

Abstract: This paper presents a board game approach as a UX research technique to assess potential user experiences regarding a future product. It discusses how the use of a board game may provide a) a safe research environment in which participants feel comfortable to share their thoughts and experiences in a group setting, and b) a tool to facilitate users to think about their needs regarding a future product. The use of the board game approach is illustrated by a case study in the context of developing a new train in… Show more

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Cited by 16 publications
(5 citation statements)
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References 9 publications
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“…Brand Quality [2], [31] User Motivation [4], [19], [21], [29] [32] Enjoyment [4], [19], [21], [31], [33], [36] Information [4], [28] Quality Engagement [19], [29], [35], [36] Ease of use…”
Section: Intangiblementioning
confidence: 99%
See 1 more Smart Citation
“…Brand Quality [2], [31] User Motivation [4], [19], [21], [29] [32] Enjoyment [4], [19], [21], [31], [33], [36] Information [4], [28] Quality Engagement [19], [29], [35], [36] Ease of use…”
Section: Intangiblementioning
confidence: 99%
“…All effects of gamification that are identified based on previous research show that gamification affects user motivation, enjoyment, and engagement [19], [21], [29]. When making a good user experience, it's important to know what games elements should implement in our product.…”
Section: Intangiblementioning
confidence: 99%
“…While there is a large body of research on the user experience of digital games, research endeavors that specifically paid attention to the user experience of boardgames is more sparse. Besides research on how (board)games could be used in research and design [24][25][26], mainly new technological advances have been explored, e.g., new devices and tools to augment physical boardgames [18,27]. Other research has also looked into the requirements and design aspects of augmented tabletop games [28] as well as into the different strategies of adaptation of digital and non-digital instantiation of commercial boardgames [29].…”
Section: Dimensions Of Materiality In Boardgamingmentioning
confidence: 99%
“…The first game (Slegers et al, 2015) was part of a research project aiming to develop a proof-of-concept of a new train information system (TIS). Since a core element of the new TIS concerned the proactive presentation of relevant information to individual train passengers, we wanted to understand which questions occupy train passengers’ minds during different phases of a train journey.…”
Section: Three Case Studies: the Sgda Framework Appliedmentioning
confidence: 99%
“…Adding this playful element enhanced both participants’ involvement and the amount of data collected with cultural probes. Also early in the design process, Slegers, Ruelens, Vissers, and Duysburgh (2015), created a board game for train passengers that was loosely based on game elements from THE GAME OF LIFE, MONOPOLY and THE GAME OF THE GOOSE. During the game, players could ask questions to a mockup of a future train information system.…”
Section: Introductionmentioning
confidence: 99%