Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. The results suggest that HEP identified qualitative similarities and differences with user testing and that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up. Combined with user studies, HEP offers a new method for the HCI game community that can result in a more usable and playable game.
Computer-mediated small group research has focused efforts on the medium of electronically networked text-based messages. An experiment which instead combines a synchronous text-based messaging medium with two-dimensional interactive computer graphics is detailed. Three-person groups participated in a risk-taking choice-dilemma task involving a discussion of the dilemma and consensus attainment, the groups' prediscussion and postdiscussion opinions were collected. Two conditions, one where groups received graphicsbased feedback of their individual prediscussion opinions, and a second, which included a graphical representation of the prediscussion average, were coupled with a text-based communication medium.The text-based medium, without interactive graphics, served as conmol.In the condition involving the graphical prediscussion opinions and average, groups sent proportionately more messages containing persuasive-style arguments and proportionately fewer messages containing normative-style arguments, In the graphical condition without the average, roughly the inverse was found to occur. In the control, the discussion parameters fell propornonately between the two graphics conditions.In both graphics conditions, the first discussant to advocate a decision proposal had a stronger influence on the group decision than in the control, The data suggests that the inclusion of two-dimensional graphics can either augment or inhibit normative and informational forms of social influence during the group decision-making process.
A precondition of the proper functioning of our organizations and the success of their operations is a sizeable body of well-trained professionals. The execution of their tasks requires their taking part at a standardized, professional development scheme. In order to ensure that the next generations of military professionals can face the challenges of the workplace, regular research is necessary to clear what competencies they need. Such a research may add new information to the development and improvement of teaching programmes, the educational portfolio and their coordination with the labour market needs. This article summarizes the results of such a research.
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