COSTA, D. L.; http://lattes.cnpq.br/1801542196217476; COSTA, Daniel Leite.
Abstract:
The purpose of this research was double fold: (i) conceiving and parameterizing a semantic approach for evaluating visual and design aspects of human-computer interfaces of digital games; (ii) integrating it into the multi-method approach conceived by Queiroz (2001). Such a research effort can be justified by the contextual particularities of this
software application category with regard to other ones, mainly in what
concerns use motivation and, the consequent need for a specific usability
evaluation approach. The research is also justified by expanding the scope
of the original approach, considering, in addition to the syntactic aspects,
the aspects of meaning and understanding. The approach was validated
from a case study, involving the digital game Hearthstone: Heroes of
Warcraft, in which the impact of the inclusion of the semantic component
on the evaluation process was investigated. Thus, two experiments were
performed, with 30 users each. In the first group, only the syntactic
component of evaluation was considered, consisting of: (i) heuristic
evaluation, (ii) measurement of performance of use and (iii) subjective
satisfaction of the user. In the second group, the semantic component of
evaluation was incorporated into the multi-method approach. The
research method was mixed, aiming at the collection of data of a
qualitative and quantitative nature, under a theoretical-pragmatic
premise. The comparison of the results obtained by the considered
evaluation strategies revealed positive impacts and contributions of and
including semantic aspects to the original approach. This makes it possible
to enrich the usability evaluation process of a game interface, by
producing complementary and more robust results.