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110729 - 期刊報告 報告人:MA0K0104 方躍諭 Title : Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game 標題: 針對MMORPG: 用啟發式評量找出設計遊戲的關鍵因素 啟發式評量就是經由人工檢查的方式來找出易用性缺失 基本資料 出處:國際期刊-人機研究 International Journal of Human - Computer Studies 出版日期與期數:Vol: 65, Issue: 8, August, 2007 頁數:pp. 709-723 作者: Song, Seungkeun 宋成根 ; Lee, Joohyeon 李周賢 (認知科學研究所 ,延世大学 ,首爾,南韓) Keywords: MMORPG game design; Usability; Heuristics evaluation; Design process 摘要 The computer game industry has become the fastest growing field of the entertainment industry. However, only a very small number of computer game products overcome the costs of production and generate earnings. According to traditional marketing wisdom, customers’ preferences must be analyzed correctly to create successful products, and in the gaming industry, such information must be considered during the design process. 電腦遊戲領域已成為成長最快的娛樂產業。 然而,只有極少數的產品克服成本問題並產生利潤。 故產業必須在遊戲設計過程中仔細考量下列資訊: 根據傳統的行銷智慧並正確分析顧客的喜好,創造成功的產 品。 摘要 This research aims to explore key factors of heuristic evaluation for game design. A review of literature pertaining to computer games and HCI was conducted along with an empirical research of a Massively Multiplayer Online Role-playing Game (MMORPG). We identified 18 usability issues in MMORPG and presented a recommendation relevant to the issues. Empirical data were applied to a new heuristic evaluation framework. 本研究旨在探討"啟發式評量"於遊戲設計之關鍵因素。 一份文獻綜述裡實施了關於“遊戲與人機互動”和 “MMORPG的實徵研究“(研究對象:WOW魔獸世界) 我們找到18個MMORPG易用性的議題,並提供了些中肯的建 議。實驗數據被套用在新的啟發式評量框架裡。 實徵研究- 建立在對事物的觀察調查基礎之上,透過大膽假設及統計歸納等方法,得到一 些通則。 摘要 We determined the relationship between key factors and four game categories, such as game interface, game play, game narrative, and game mechanics. Moreover, the results presented 54 key factors for a new heuristic evaluation framework for game design. The conclusion presents key implications of our research in a game design context, particularly related to early design processes. 我們確立了遊戲裡的四個類別與關鍵因素的關連性:分別是遊 戲介面、可玩性、故事性、遊戲機制。 此外,研究成果裡對新的“啟發式評量框架”提出54個遊戲 設計的關鍵要素。 總結是-關鍵問題在於對"遊戲設計方面"的研究,特別是早期 的設計流程。 十八個易用性關鍵因素 Issue 1 Acquiring items caused confusion Issue 2 There were many incongruent actions initiated by right-clicking the mouse To chat with the NPC To equip items Trading items Movement driven by mouse Issue 3 There was no clear feedback when trading items Issue 4 For warriors, there was no detailed instruction or tutorial explaining how to use skills such as ‘Heroic Strike’ at the beginning of the game 論點1:獲得的道具造成混亂 論點2:有太多不同的動作都要用到滑鼠右鍵 像跟NPC對話、裝備物品、交易物品、用滑鼠控制移動 論點3:交易的時候沒有明顯的回饋 論點4:技能的施放沒有詳細說明與教學。 例如遊戲初期可以拿到的近戰技能”英勇打擊” 英勇打擊 5 碼距離 立即 需求近戰武器 強力的攻擊,造成物理傷害。 http://wowbox.meetgee.com/tw/spell-29426.html 十八個易用性關鍵因素 Issue 5 Use of the Holy Grail-shaped icon to access the quest log was not intuitive Issue 6 It was difficult to build story content Issue 7 It was difficult to understand one control (Number 1 key) mapping onto two functions(on/off) Issue 8 It was difficult to have empathy for his or her character image Issue 9 There were too many quests that required only hunting the Monster at the game’s beginning Issue 10 After identifying the help exclamation point, when the gamers wanted to see the relevant content again, it was difficult to find that information 論點5:用聖杯圖示來開啟任務選單,沒有直覺性可言。 論點6:玩家不容易將故事內容建構起來。 論點7:很難理解為何要用一個按鈕(Num1)來控制兩個功能(開關) 論點8:他(她)很難對投入自己的角色形象(移情作用) 論點9:遊戲初期太多只需要打怪的任務。 論點10:跑出提示的驚嘆號後,玩家之後想觀看相關內容卻很難找到。 十八個易用性關鍵因素 Issue 11 It was difficult to learn at the beginning of the game Issue 12 There were too many hints in the game Issue 13 It was difficult to read and understand the words presented within the game Issue 14 It was difficult to change the automatic view Issue 15 Game setting and key-binding setting were complicated Issue 16 It was not easy to remember the game’s names of places and people Issue 17 The item size on the loot panel was smaller than its description area Issue 18 In the party play, the method of acquiring items was not fair 論點11:這遊戲一開始很難上手。 論點12:遊戲中有太多提示點。 論點13:很難了解並讀懂遊戲中的單字。 論點14:很難去更改自動視角的功能。 論點15:遊戲設定以及按鍵配置很複雜。 論點16:遊戲中地名與人物名很難記起來。 論點17:在掠奪介面中,項目字級比說明文還小。 論點18:組隊時道具的平分並不公平。 Title : heuristic evaluation 標題: 啟發式評(估)量 什麼是啟發式評估法? 一種為軟體找出使用者介面(UI)之易用性問題的方法。 具體含檢測、評估介面且是否有遵守共同原則(啟發式) 檢驗者是”一群專家” 所具有的特點 參與評估的人數不定 評估者能力越高,問題的產量越高 成本低且快速 評估精度與專家人數成正比 與認知演練法相互呼應 啟發式原則 系統可視性 Nielson and Molich (1989) 呼應現實 說明文件 幫助用戶 診斷除錯 使用者掌控 啟發式原則 一致性 極簡化 避免出錯 彈性的設計 直覺化介面