Evaluating Usability, User Experience, and Playability of a Puzzle Game in Mixed Reality

Resumo


This study investigates the usability, user experience (UX), and playability of a mixed reality (MR) game called Cubism, which allows participants to interact with holograms using hand gestures. We conducted an experiment with seven participants to evaluate their interaction with the game. The Usability and User Experience Evaluation in Touchable Hologram (UUXE-ToH) questionnaire was the primary data collection instrument to capture participants' perceptions of usability, satisfaction, and overall experience. Our findings indicate that the mixed reality environment of Cubism offers an engaging and intuitive user experience, though several challenges were identified. These insights contribute to the growing body of knowledge on human-computer interaction in mixed-reality contexts and suggest avenues for improving the design of future mixed-reality games. This research is valuable to the VR/AR/MR community by highlighting the critical factors influencing user interaction and satisfaction in MR games.
Palavras-chave: usability, user experience, playability, puzzle game, mixed reality

Referências

Apple Inc. 2024. Apple Vision Pro. [link]

Carl Boel, Tijs Rotsaert, Niels Vleeschouwer, Martin Valcke, Dieter Struyf, and Tammy Schellens. 2022. SAVR – Design and Evaluation of an Immersive Virtual Reality Serious Game on Hazard Perception in Technical and Vocational Education. In 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, Vienna, Austria, 1–5. DOI: 10.23919/iLRN55037.2022.9815899

Thomas Van Bouwel. 2024. Cubism | Sit back. Relax. Solve puzzles. [link]

Thomas Van Bouwel. 2024. Cubism Presskit. [link]

John Brooke. 1996. SUS: A ’Quick and Dirty’ Usability Scale. In Usability Evaluation In Industry (1st ed.). CRC Press, London, 207–212. [link]

Thiago Campos, Eduardo Damasceno, and Natasha Valentim. 2024. Usability and User Experience Questionnaire Evaluation and Evolution for Touchable Holography. In Proceedings of the 26th International Conference on Enterprise Information Systems. SCITEPRESS - Science and Technology Publications, Angers, France, 449–460. DOI: 10.5220/0012564100003690

Center for Self-Determination Theory. 2024. Questionnaires. [link]

Juliet Corbin and Anselm Strauss. 2014. Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory. SAGE Publications, London, UK. Google-Books-ID: hZ6kBQAAQBAJ.

Jose Luis González Sánchez, Natalia Padilla Zea, and Francisco L. Gutiérrez. 2009. From Usability to Playability: Introduction to Player-Centred Video Game Development Process. In Human Centered Design, Masaaki Kurosu (Ed.). Springer, Berlin, Heidelberg, 65–74. DOI: 10.1007/978-3-642-02806-9_9

Marc Hassenzahl. 2011. User Experience and Experience Design. In The Encyclopedia of Human-Computer Interaction (2nd ed.). Interaction Design Foundation, online. [link]

W.A. IJsselsteijn, Y.A.W. de Kort, and K. Poels. 2013. The Game Experience Questionnaire. Technische Universiteit Eindhoven, Eindhoven.

Andreas Holzinger. 2005. Usability engineering methods for software developers. Commun. ACM 48, 1 (Jan. 2005), 71–74. DOI: 10.1145/1039539.1039541

Robin Kay. 2011. Evaluating learning, design, and engagement in web-based learning tools (WBLTs): The WBLT Evaluation Scale. Computers in Human Behavior 27, 5 (Sept. 2011), 1849–1856. DOI: 10.1016/j.chb.2011.04.007

Bettina Laugwitz, Theo Held, and Martin Schrepp. 2008. Construction and Evaluation of a User Experience Questionnaire. In HCI and Usability for Education and Work (Lecture Notes in Computer Science), Andreas Holzinger (Ed.). Springer, Graz, Austria, 63–76. DOI: 10.1007/978-3-540-89350-9_6

Magic Leap Inc. 2024. Magic Leap 2. [link]

Meta. 2024. Compare Quest VR headsets. [link]

Meta. 2024. Meta Quest 2. [link]

Microsoft Inc. 2024. Microsoft HoloLens. [link]

Jakob Nielsen. 2012. Usability 101: Introduction to Usability. [link]

Chad Romoser, Rhonda Nelson, and Thomas Ferrill. 2024. Recreational Therapists’ Usability Perceptions of the Meta Quest 2 VR System. Therapeutic Recreation Journal 58, 2 (May 2024). DOI: 10.18666/TRJ-2024-V58-I2-12077

Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 1999. Embodied Presence in Virtual Environments. In Visual Representations and Interpretations, Ray Paton and Irene Neilson (Eds.). Springer, London, 269–278. DOI: 10.1007/978-1-4471-0563-3_30

Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, and Ana Carolina Bertoletti De Marchi. 2016. Usability Evaluation Methods for Gesture-Based Games: A Systematic Review. JMIR Serious Games 4, 2 (Oct. 2016), e5860. DOI: 10.2196/games.5860

José Luis González Sánchez, Francisco Luis Gutiérrez Vela, Francisco Montero Simarro, and Natalia Padilla-Zea. 2012. Playability: analysing user experience in video games. Behaviour & Information Technology 31, 10 (Oct. 2012), 1033–1054. DOI: 10.1080/0144929X.2012.710648

Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7, 3 (June 1998), 225–240. DOI: 10.1162/105474698565686
Publicado
30/09/2024
CAMPOS, Thiago Prado de; HOUNSELL, Marcelo da Silva; DAMASCENO, Eduardo Filgueiras; VALENTIM, Natasha M. C.. Evaluating Usability, User Experience, and Playability of a Puzzle Game in Mixed Reality. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 61-70.