| Literature DB >> 27702737 |
Fernando Winckler Simor1, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi.
Abstract
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use.Entities:
Keywords: computer games; evaluation; gestural input; gesture-based games; method; usability evaluation; usability testing
Year: 2016 PMID: 27702737 PMCID: PMC5069401 DOI: 10.2196/games.5860
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Flowchart of identified studies. ACM: Association for Computing Machinery.
Studies included in the systematic review.
| Study ID | Paper title | Device |
| Komlódi et al [ | Empirical Usability Evaluation of the Wii Controller As an Input Device for the VirCA Immersive Virtual Space | Wii |
| Legouverneur et al [ | Wii Sports, a Usability Study with MCI and Alzheimer’s Patients | Wii |
| Francese et al [ | Wiimote and Kinect: Gestural User Interfaces Add a Natural Third Dimension to HCI | Wii and Kinect |
| Norouzi-Gheidari et al [ | Interactive Virtual Reality Game-Based Rehabilitation for Stroke Patients | Kinect |
| Liu et al [ | An Approach of Indoor Exercise: Kinect-Based Video Game for Elderly People | Kinect |
| Shin et al [ | A Task-Specific Interactive Game-Based Virtual Reality Rehabilitation System for Patients with Stroke: a Usability Test and Two Clinical Experiments | Kinect |
| Fang et al [ | Interactive Physical Games: Improving Balance in Older Adults | Kinect |
| Harrington et al [ | Assessing Older Adults’ Usability Challenges Using Kinect-Based Exergames | Kinect |
| Nakai et al [ | Investigating the Effects of Motion-Based Kinect Game System on User Cognition | Kinect |
| Sheu et al [ | User-Centered Design of Interactive Gesture-Based Fitness Video Game for Elderly | Kinect |
Summarization of the studies included for the systematic review.
| Study ID and publication year | Evaluation methods | Focus and devices | Evaluation stages | Participants |
| Komlódi et al [ | Sociodemographic and health questionnaire, observation, video recording, MBTIa, Folding Test, Eyes Test | Test device for navigation and task manipulation using gestures (Wii) | (1) Questionnaires and tests; (2) verbal guidance and reading; (3) tasks in a virtual environment; (4) evaluation | N=14 (7 men, 7 women); age: mean 24 years |
| Legouverneur et al [ | Author’s questionnaire, video recording | Conduct a usability study for 2 sports games (Wii) | (1) Neuropsychological evaluation; (2) sessions tests | N=undefined; age: range 75-90 years |
| Francese et al [ | ASQb, CSUQc, Presence Questionnaire | Evaluate two 3D interaction games in navigation tasks (Kinect and Wii) | (1) Questionnaire; (2) instructions; (3) tests; (4) ASQ and CSUQ questionnaires | N=24 (16 men, 8 women); age: range 18-41 years |
| Norouzi-Gheidari et al [ | User performance report, author’s questionnaire, TAM, Fugl-Meyer | Using a protocol for evaluating a virtual reality system as motor rehabilitation tool of upper limb (Kinect) | (1) System interaction; (2) questionnaires and evaluation | N=24 with stroke; age: undefined |
| Liu et al [ | Interview | Evaluate a game usability for select objects with top-down movements (Kinect) | (1) Game introduction; (2) game activities; (3) interview | N=6 (2 men, 4 women); age: range 50-88 years |
| Shin et al [ | Author’s questionnaire, Observation, Fugl-Meyer, Barthel | Combining rehabilitation exercises with game elements (Kinect) | Different experimental protocols | Group 1: n=7, group 2: n=16; age: undefined |
| Fang et al [ | Interview, PARQe, PAESf | Check the user’s experience; train the equilibrium in elderly with upper limb (Kinect) | (1) Physical evaluation; (2) exercises; (3) satisfaction evaluation | N=13 (2 men, 11 women); age: range 60-80 years |
| Harrington et al [ | Sociodemographic and health questionnaire, author’s questionnaire, Interview, technology experience and videogame experience questionnaires, TAM, SUSg | Identify usability challenges based on exergames for seniors (Kinect) | (1) Questionnaires; (2) training; (3) test; (4) interview; (5) satisfaction questionnaires and usability | Group 1: n=10 (5 men, 5 women), age: range 60-69 years; group 2: n=10 (5 men, 5 women), age: range 70-79 years |
| Nakai et al [ | Sociodemographic and health questionnaires, author’s questionnaire, video recording, think-aloud protocol | Evaluate a game usability using evaluation methods based on Kansei Engineering (Kinect) | (1) Questionnaire; (2) behavioral observation; (3) think-aloud; (4) game test; (5) analysis | N=12; age: “seniors” |
| Sheu et al [ | Sociodemographic and health questionnaire, Interview, PARQ, PAES, SUS | To list design issues of a gesture-based system that allows seniors to interact naturally in selection tasks (Kinect) | (1) Questionnaires; (2) game introduction; (3) test procedure; (4) questionnaires posttest; (5) interview | N=7 (4 men, 3 women); age: range 60-77 years |
Summarization of results of included studies.
| Study ID and publication year | Results |
| Komlódi et al [ | For effective usability studies, it is necessary to provide more training time and practice with games. In addition, reducing users memory load, including tasks and feedback functions, and environment helps also improve games usability. |
| Legouverneur et al [ | All participants, regardless of their cognitive status, could use the wireless controller and learn to play both games. |
| Francese et al [ | If the interface is more natural, the user will be as satisfied and engaged in the navigation experience as you want. |
| Norouzi-Gheidari et al [ | This review presented preliminary results. It aimed to compile and identify benefits and limitations perceived by clinicians and patients with stroke in rehab games. |
| Liu et al [ | The game offers more entertainment and less physical risks than physical activity, and may motivate seniors to increase the practice of exercises to get more points. |
| Shin et al [ | It is necessary to define a standard assessment protocol and a time of intervention in order to evaluate the usability of the game. |
| Fang et al [ | Seniors like exercises based on games and showed a positive experience using EFS. |
| Harrington et al [ | Regarding ease of use, most participants in 60-69 year group agreed that the interface was friendly, whereas most in 70-79 year group disagreed with ease of use. |
| Nakai et al [ | It is necessary to provide a game training session and initial guidance to the participants. The motivation proved to be a key point. |
| Sheu et al [ | The way of selecting elements in the program interface must be vertically. |
aMBTI: Myers-Briggs Type Indicator.
bASQ: After-Scenario Questionnaire.
cCSUQ: Computer System Usability Questionnaire.
dTAM: Technology Acceptance Model.
ePARQ: Physical Activity Readiness Questionnaire.
ePAES: Physical Activity Enjoyment Scale.
fSUS: System Usability Scale.
Purposes of each method in selected studies.
| Method and study ID | Used to... | |
| Komlódi et al [ | Identify the users’ profiles | |
| Harrington et al [ | Identify the users’ profiles and their physical limitations | |
| Nakai et al [ | Identify the users’ profiles | |
| Sheu et al [ | Obtain personal information | |
| Legouverneur et al [ | Get the user satisfaction and verify if familiarization with the games have influence on user preference measures | |
| Norouzi-Gheidari et al [ | Evaluate the acceptance of virtual reality technology for games | |
| Shin et al [ | Test the usability of the game from expert perspective | |
| Harrington et al [ | Evaluate the user task performance and user satisfaction | |
| Nakai et al [ | Get the user feedback about the game | |
| Komlódi et al [ | Verify the users’ behaviors and issues during a session | |
| Shin et al [ | Assess the usability and the negative effects of the game | |
| Komlódi et al [ | Verify the task time and get usability issues | |
| Legouverneur et al [ | Used to elicit users’ behavior and performance | |
| Nakai et al [ | Verify the users’ behaviors during a session | |
| Norouzi-Gheidari et al [ | Evaluate success rate, speed, and accuracy during the tasks | |
| Nakai et al [ | Verify the users’ behaviors during a session | |
| Liu et al [ | Collect suggestions about the game in open questions (qualitative data analysis) | |
| Harrington et al [ | Identify what users liked or not in each game, the reason of the answers, their frustration, and what form of aid is the most beneficial | |
| Sheu et al [ | Verify the user experience and get doubts | |
| Fang et al [ | Evaluate the combined use of exercises and verify the user experience | |
| Komlódi et al [ | Verify cognitive, motor, and emotional aspects (MBTIa, Folding Test, Eyes Test) | |
| Francese et al [ | Measure the user satisfaction during interaction process, the usability and the quality of the system, and the presence and immersion (ASQb, CSUQc, Presence Questionnaire) | |
| Norouzi-Gheidari et al [ | Assess of sensorimotor function of upper limbs (Fugl-Meyer Assessment) | |
| Shin et al [ | Assess of sensorimotor function of upper limbs, and functional capacity (Fugl-Meyer Assessment, Barthel) | |
| Fang et al [ | Ensure that participants were physically and mentally ready to perform to play, and check the degree of pleasure during the tasks (PARQd, PAESe) | |
| Harrington et al [ | Evaluate gameplay experience, check the acceptance of technology, the familiarity with technology, and measure the usability (effectiveness, efficiency and satisfaction) (Technology Experience and Videogame Experience questionnaires, TAMf, SUSg) | |
| Sheu et al [ | Ensure that participants were physically and mentally ready to perform the tasks, check the degree of pleasure during the activities, and measure the usability (effectiveness, efficiency and satisfaction) (PARQ, PAES, SUS) | |
aMBTI: Myers-Briggs Type Indicator.
bASQ: After-Scenario Questionnaire.
cCSUQ: Computer System Usability Questionnaire.
dPARQ: Physical Activity Readiness Questionnaire.
e PAES: Physical Activity Enjoyment Scale.
fTAM: Technology Acceptance Model.
gSUS: System Usability Scale.