Gaming, HCI, Usability

Kinect Gestural UI: First Impressions

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Read the manual before using the interface. (Kinect Adventures) (Yes, it’s a *cute* manual, but these are still instructions to memorize.) Summary: Inconsistent gestures, invisible commands, overlooked warnings, awkward dialog confirmations. But fun to play. Kinect is a new video game system that is fully controlled by bodily movements. It’s vaguely similar to the Wii,

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Gaming, HCI, Psychology, Simulations, Usability

Simplification: A Review of Civilization V

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The latest release in the Civilization series has many improvements, from beautiful new graphics to redesigned gameplay. Many features in Civilization IV have been streamlined or eliminated, in favor of a simplified playing experience that will attract new players to the game. Having studied Civilization IV extensively (most of our publications are based upon research

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Gaming, HCI, Usability

Motion Controllers & Revived Classic Titles Rule at E3


2010 appears to be a breakthrough year for gaming technologies.  In case you haven’t heard, Nintendo, Sony, Microsoft, and many others in the gaming industry have just announced their latest releases at this year’s E3 Expo in Los Angeles. The E3 press conferences revealed trends toward motion-based game controllers, 3D technologies, controller-less gaming, and an

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Gaming, HCI, Psychology, Usability

What’s Wrong With the RITE Method?


A critique of a common method used in video game usability research Many video game usability practitioners employ a method to test usability within video games, called the ‘RITE’ method, short for Rapid Iterative Testing and Evaluation (RITE). Pioneered at Microsoft Games Studios and Microsoft Research, the RITE method has been adopted by many usability

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