80 likes | 265 Views
SOUL. The Scottish Usability Lab at IC CAVE University of Abertay Dundee www.iccave.org info@iccave.org. Who are we? What do we do?. IC CAVE launched 2000 ERDF, SHEFC, Dundee City Council & SET University research centre dedicated to computer games and virtual entertainment
E N D
SOUL The Scottish Usability Lab at IC CAVE University of Abertay Dundee www.iccave.org info@iccave.org
Who are we? What do we do? • IC CAVE launched 2000 • ERDF, SHEFC, Dundee City Council & SET • University research centre dedicated to computer games and virtual entertainment • Multidisciplinary team • E-learning games and web applications • SOUL launched 2003 funded by ESEP European Social & Economic Partnership • Assist and benefit our industries not compete with them
Where’s the demand? • Games companies concentrated around Eastern Scotland • Localisation of games from other territories • Charities • Learning centres • Academics wanting to develop software • Anyone who needs support and a strong partner for a grant application
Why the demand? • “Know thy users for they are not you” (HFI, Inc.*) • Different territories; different preferences • Understand preferences; understand market • Understand market; appeal to that market • Usability allows developers to view game from real users’ perspective • Avoid costly mistakes and delays • Maximise gameplay and appeal * www.humanfactors.com
Concept & Game Usability • Theoretical model currently in press (Joyner & TerKeurst, 2004) • Focuses on a player’s motivation to play games • Game playing as need fulfilment • Enables understanding of play preferences & market • Please contact me for more information • L.joyner@abertay.ac.uk
Services • Concept/idea: Focus groups, advice on design • Alpha/beta: User observation & analysis, focus groups, questionnaires, gaze analysis • Final product: User observation & analysis, questionnaires & gaze analysis to establish benchmark
Further reading • Literature available from IC CAVE • SOUL & IC CAVE brochures • “Different strokes,” A. Heavens, Edge, Feb 2004 • “Creativity is not enough: Global best practice in digital game publishing,” J. TerKeurst (Ed.), 2003 • “Games are like fruit: Japanese best practice in digital game development,” J. TerKeurst et al., 2002 • “Mobilising entertainment content: North American best practice in mobile entertainment,” J. TerKeurst (Ed.), 2002 • For literature and more information please contact • l.joyner@abertay.ac.uk • info@iccave.org