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The Fifth Information Systems International Conference 2019 The Fifth Information Systems International Conference 2019
A Review of Heuristics Evaluation Component for Mobile A Review of Heuristics Evaluation Component for Mobile Educational Games Educational Games a a
Nur Marissa Vee Senapa,b, *, Roslina Ibrahima Nur Marissa Vee Senapa,b,*, Roslina Ibrahima
Razak Faculty of Technology and Informatics, Universiti Teknologi Malaysia, 54100 Kuala Lumpur, Malaysia of Computing, UniversitiUniversiti Utara Malaysia, 06010 Sintok 54100 Kedah,Kuala Malaysia Razak FacultybSchool of Technology and Informatics, Teknologi Malaysia, Lumpur, Malaysia b School of Computing, Universiti Utara Malaysia, 06010 Sintok Kedah, Malaysia
Abstract Abstract Mobile educational games research has gained a lot of attention among researchers. This is due to mobile games popularity and Mobile educational research has gained a lot of attention among researchers. is due to game mobileisgames and engagement among games younger generation. However, developing an effective mobileThis educational alwayspopularity a challenge. Heuristics evaluation is one of the most However, popular and cost-effective usabilitymobile inspection method.game Numerous sets of heuristics engagement among younger generation. developing an effective educational is always a challenge. Heuristics evaluation have is onebeen of the most popular and game cost-effective method. Numerous sets of (usability principles) proposed for various productsusability ranging inspection from general to specific. However, theheuristics existing (usability have beencomponents proposed for various game productsofranging generalgame. to specific. However, the existing heuristics principles) lack comprehensive to evaluate the usability mobile from educational This study therefore aims to reviews previous studies that proposed heuristics for evaluation of games, educational gamesgame. and mobile application in aaims bid to heuristics lack comprehensive components to evaluate the usability of mobile educational This study therefore reviews previous studies that proposed heuristics for evaluation of games, educational games and mobile application in a bid to identify the relevant heuristics components for developing heuristics of mobile educational games. identify the relevant heuristics components for developing heuristics of mobile educational games. © 2019 The Authors. Published by Elsevier B.V. © 2019 The Authors. Published by Elsevier B.V. © 2019 The Authors. by Elsevier B.V. This is an open accessPublished article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) This is an open access article under CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility ofthe thescientific scientific committee The Fifth Information Systems International Conference 2019 Peer-review under responsibility of committee ofofThe Fifth Information Systems International Conference 2019. Peer-review under responsibility of the scientific committee of The Fifth Information Systems International Conference 2019 Keywords: Heuristics Evaluation; Usability Evaluation; Mobile Educational Games; Game Evaluation; Game Design Keywords: Heuristics Evaluation; Usability Evaluation; Mobile Educational Games; Game Evaluation; Game Design
1. Introduction 1. Introduction In this digital age, the use of games application beyond entertainment is popular. It is usually known as Serious In this digital age, the or useGame-Based of games application beyondterms entertainment is popular. It is usually Serious Game, Educational Game Learning. These are often used interchangeably and known withoutas precision. Game, Gamefor or teaching Game-Based Learning. terms are often used interchangeably and precision. SeriousEducational games is a game and learning inThese various disciplines [1]. A serious games that is without used in Education Serious games is a game for teachingGames and learning in various A serious games that is used in Education discipline is known as Educational (EG) [2]. EG is disciplines defined as [1]. game developed purposely for teaching and discipline is known as Educational Games (EG) [2]. EG is defined as game developed purposely for teaching and
* Corresponding author. Tel.: +60-11-271-531-99. address:author.
[email protected] * E-mail Corresponding Tel.: +60-11-271-531-99. E-mail address:
[email protected] 1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) 1877-0509 © 2019 Thearticle Authors. Published by Elsevier B.V. Peer-review under responsibility of the scientific committee of The Fifth Information Systems International Conference 2019 This is an open access article under CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of The Fifth Information Systems International Conference 2019 1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of The Fifth Information Systems International Conference 2019. 10.1016/j.procs.2019.11.213
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learning [3] with aims to deliver specific knowledge to the player [4]. While, the use of games as alternative method in teaching and learning is called Game-Based Learning [5]. In this study, the term EG will be used hereinafter. The rise of mobile devices likes smartphones, touch phones or tablets has booming EG for mobile platform which known as Mobile Educational Games (MEG) [6]. This has indirectly generated the global games market growth. According to [7], the global games market revenues is expected to grow from $151.9 billion in 2019 to $180.1 billion in 2021 with biggest market share held by mobile games (59%). MEG is seen as beneficial teaching and learning method as it can improve student’s performance [8, 9]. Its mobility allows education to happen at anytime and anywhere. However, developing MEG is challenging for game designer since mobile devices are popular with impediment in term of interruptions, screen size, input or control interfaces which can hinder usability [10]. Ensuring usability of EG alone is already difficult since it must satisfy both fun and educational requirement [11]. Thus, usability evaluation needs to be conducted to ensure maximal usability of MEG. It is important to evaluate the usability of EG to ensure its success [12]. Usability is defined as “extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use” [13]. There are various methods can be used to evaluate usability. User testing and inspection method are the most popular usability evaluation method [14, 15]. Heuristics evaluation (HE) is the most frequently used usability inspection method [16, 17]. This method involves usability experts (3 to 5 persons) inspect the interface design against established usability principles (Heuristics) to identify usability problem [18, 19]. It is cost-effective and can be conducted from the earlier design phase [20]. For this reason, many heuristics has been proposed in previous studies to support the usability evaluation of variety game product. Therefore, this paper aims to review the existing heuristics components (evaluation aspect) that are relevant for developing heuristics for MEG. This section explains the background and aim of the research. Section 2 describes usability evaluation of EG. Followed by section 3, discussed the existing heuristics for games, educational games and mobile application and its components. Section 4 discusses the analysis of the discussed component. Finally, the last section will summarize the study and future work. 2. Usability evaluation of educational games In the realm of games, HE and user testing method are popularly used to evaluate usability [12, 21]. HE method involves experts inspect the underdeveloped game (without real user) from the earlier design phase where game prototype is not yet ready. While, user testing or playtesting usually conducted at the later phase with real user by having them playing fully ready game prototype to check any usability problem faced. It is useful to detect any overlooked usability problems by game practitioners as they might not always be able to fully imitate real user’s interaction. However, this method is rather expensive, time and resource consuming. According to [22] in their study on expert review method in game evaluation, it is hard to get real user involvement in the evaluation session and fixing any problem when the game is almost complete are difficult and expensive. As time and budget are crucial in game development project, game practitioner use HE method as alternative to evaluate game [16]. HE is normally conducted to find usability problems in the software interface [14] but for game, the evaluation is beyond that. Game comprises of several components such as game play, story, mechanics and so on [23]. Due to this contrast, games require set of heuristics for their own [24]. Consequently, many heuristics set has been proposed in the previous studies to assess the usability of various game products. However, evaluating specific game using generic heuristics might overlook the usability problems that related to specific aspects of that particular game. Thus, few avenues proposed heuristics concerned specific aspects of game to support the generic one so that more usability problem can be revealed. 3. Related works This section reported existing studies on heuristics for three context of technology which are games, educational games and mobile application. In this study, we focused on heuristics for video games play on computer, mobile devices and online that are published in English. The heuristics components proposed in these studies were derived and explained based on the aforementioned technology context.
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3.1. Usability heuristics component for games When it comes to first heuristics concerning computer video games (CG), it is dates back to [25] in 1980 whom suggested the heuristics for designing instructional CG. Later, [26] proposed heuristics to inspect the usability of fun CG. In 2004, [27] proposed a comprehensive heuristics for playable CG named Heuristic Evaluation for Playability (HEP). Followed by [28] whom proposed generic heuristics for any kind of CG. Later in 2008, [29] and [30] proposed heuristics for CG design. While, [31] introduced heuristics for new CG genres (Real-time strategy, Action adventure & First-person shooters) named Game Playability Principles (PLAY). For mobile games (MG), [32] proposed the first generic heuristics and [33] updated this heuristics by added new heuristics concerning multi-player. Later on, [34] further explored these MG heuristics by proposed new heuristics focused on what has not been covered. For network games (NG), [35] proposed the first heuristics named Networked Game Heuristics (NGH). In the same year, [36] also proposed heuristics for NG but focused on the one played on social media, Facebook. Similarly, [37] also proposed heuristics for NG played on Facebook including Twitter and Myspace. The summary of the proposed heuristics components for these studies is summarized in Table 1. Table 1. Summary of studies on heuristics component for games. Study
Heuristics name
Component(s)
Computer/ Video Games [25]
Heuristic for instructional computer games
Challenge, Fantasy, Curiosity
[26]
Heuristics for video games
Game interface, Game mechanics, Game play
[27]
Heuristics for playable games (HEP)
Game play, Game story, Mechanics, Usability
[28]
Heuristics for video games
Usability, Graphical user interface, Playability
[29]
Heuristics for video games design
Usability
[30]
Heuristics for computer game design
Usability
[31]
Heuristics for new genre video games (PLAY)
Game play, Entertainment, Usability & Game mechanics
Mobile Games [32]
Heuristics for mobile games
Usability, Mobility, Game play
[33]
Heuristics for mobile multi-player games
Playability (multi-player)
[34]
Heuristics for mobile games
Game play, Mobility, Game usability
Network/ Social Games [35]
Heuristics for networked games (NGH)
Usability (multi-player)
[36]
Heuristics for social-network games
Usability
[37]
Heuristics for social-network games
Social
The proposed heuristics components are Challenge, Fantasy, Curiosity, Usability, Interface, Mechanics, Game Play/ Playability, Story, Entertainment, Mobility and Social. Challenge is the series of task player must overcome to achieve game’s goal [25], whilst Fantasy and Curiosity refer to game’s environment that attract player to play more [25]. Usability component concerns on game’s control and interface [32]. The Interface is the element that allow player to interact with game world [26]. While, Mechanics is the rules that determine what operation player can perform [32]. The interaction of player with the game is called Game play [34] and to ensure that game is playable its Playability is usually evaluated. Thus, the term Playability will be used hereinafter. Meanwhile, Story is the sequence of events that happen in game world. Entertainment concerns game’s element that promote emotional connection and immersion to player [31]. For Mobility, this component concerns things that can affect mobility of the game [38]. Lastly, Social component concerns the social aspect of game [37]. The frequencies of the proposed components are presented in Table 2.
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Table 2. Frequencies of games heuristics components across reviewed studies. #
Component
1
Challenge
2
Fantasy
3
Curiosity
4
Interface
5
Mechanics
6
Playability
7
Story
8
Usability
9
Mobility
10
Entertainment
11
Social
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
✓
1
✓ ✓
ƒ 1
✓ ✓ ✓
✓
✓
✓
✓
✓
✓
✓
1 ✓
✓
✓
2
✓
✓
✓
✓
✓
✓
✓
3
✓ ✓ ✓
7 ✓
1
✓
9 2 ✓
1 1
3.2. Usability heuristics component for educational games The first heuristics for EG is the Playability Heuristics Evaluation for Educational Computer Games (PHEG) proposed by [39] in 2010. Later, [40] proposed another heuristic for EG named Heuristic Evaluation for Educational Games (HEEG). Meanwhile, [41] proposed an extension to HEP framework by proposed two new heuristics component for digital game based learning. In 2017, [42] suggested heuristics for evaluation of balanced EG. For MEG context, [43] adapted the MG heuristics by [32] and proposed one new educational component to it. Recently, [44] proposed heuristics for designing MEG for older adults. The synopsis of the proposed heuristics components in this context is presented in Table 3. Table 3. Summary of studies on heuristics components for educational games. Study
Heuristics name
Component(s)
Educational Computer/Video Game [39]
Heuristics for educational game (PHEG)
Interface, Pedagogical, Content, Playability, Multimedia
[40]
Heuristic for educational game (HEEG)
Game play, Enjoyment, Usability & Mechanics, Educational design
[41]
Heuristics for digital game-based learning
Characters /Graphic, Pedagogical effectiveness
[42]
Heuristics for educational video game
Playability
Mobile Educational Games [43]
Heuristics for mobile game-based learning
Game play, Mobility, Game usability, Learning content
[44]
Heuristics for mobile serious games
Game Play
In this context, the proposed heuristics components are Interface, Pedagogical/ Educational design/ Pedagogical effectiveness, Content/ Learning content, Playability, Multimedia, Enjoyment, Usability, Mechanics, Character/ Graphic and Mobility. Some of the components are similar to Games context: Interface, Playability, Usability, Mechanics & Entertainment (Enjoyment) because they are essential for all kind of games. For EG, Pedagogical, Content, Multimedia and Characters component are proposed to cater the educational requirements of games. Pedagogical component looks at the element of educational and learning in games. Content component are evaluated to test whether game provide feedback, good content and proper learning materials. While, Multimedia component is to check the representation of text, image, audio, animation and video in games. The Character component refer to the design of player’s role in game world. The frequencies of these proposed heuristics components for EG are depicted in Table 4.
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Table 4. Frequencies of educational games heuristics component across reviewed studies. #
Component
1
Interface
2
Pedagogical
3
Content
4
Playability
5
Multimedia
[39] ✓
6
Entertainment Usability
8
Mechanics
9
Character
10
Mobility
✓
✓
✓
✓
✓
7
[40]
✓
[41]
[42]
[43]
[44]
1
✓
3
✓
✓
✓
✓ ✓
2
✓
5 1 1
✓
✓
ƒ
✓
2 1 1
✓
1
3.3. Usability heuristics component for mobile application The advancement of mobile devices has drove new study on how to design a good usability mobile application. In 2012, [45] proposed heuristics for touchscreen-based mobile devices (TMD). Then, it was further validated and resulted in a proposal of new heuristics [46]. They further updated the heuristic’s definition according to the result of validation [47]. Later on, [48] proposed heuristics for mobile devices. Similarly, [49] suggested heuristics for touchscreen mobile phone and tablet. On the other hand, [50] proposed heuristics for smartphone mobile application named Smartphone Mobile Application heuRisTics (“SMART”). Likewise, [51] refined TMD and fit it to smartphone context and named it as SMArtphone’s uSability Heuristics (SMASH). In 2016, [52] proposed heuristics to evaluate control feature of mobile games. Recently, [18] proposed heuristics for mobile learning application. The summary of heuristics components proposed in these studies is presented in Table 5. Table 5. Summary of studies on heuristics components for mobile application. Study
Heuristics name
Component
[45]
Heuristics for TMD (prelim)
Usability
[46]
Heuristics for TMD (proposal)
Usability
[47]
Heuristics for TMD (update)
Usability
[48]
Heuristics for mobile interface
User Interface
[49]
Heuristics for mobile interface
User Interface
[50]
Heuristics for smartphone mobile app (SMART)
Usability
[51]
Heuristics for smartphones mobile app (SMASH)
Usability
[52]
Heuristics for mobile games
Control
[18]
Heuristics for mobile learning application
Usability
Based on studies reviewed for mobile application, some of the study focused on evaluation of general usability of mobile application, while few studies concerned in evaluating the specific features of the mobile devices like interface and control. Table 6 shows the frequencies of these proposed components across the studies. Table 6. Frequencies of mobile application heuristics component across reviewed studies. #
Components
1
Usability
2
Interface
3
Control
[45]
[46]
[47]
✓
✓
✓
[48] ✓
[49] ✓
[50]
[51]
✓
✓
[52]
[18] ✓
✓
ƒ 6 2 1
6
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4. Discussion The review of heuristics component for Games in Table 2 has shown that Usability and Playability component stood out the most. The next outstanding heuristics component is Mechanics followed by Interface and Mobility, then Curiosity, Challenge, Fantasy, Story, Entertainment and Social components. In EG context, the review revealed that Playability was the most evaluated heuristics component followed by Pedagogical component as presented in Table 4. Both components are noteworthy when it comes to usability evaluation of EG. Content and Usability components were gained attention too. The least proposed heuristics components for EG were Interface, Mobility, Multimedia, Entertainment, Mechanics and Character component. Meanwhile, Table 6 has shown that Usability component is the most obvious heuristics component for Mobile Application. Interface and Control component also been considered when evaluating usability of mobile application. In result, it was not surprising that Usability and Playability component was dominant in Games context since it was fundamental in any game usability. The Interface and Control component usually integrated with Usability component in some studies because well-designed interface and control will contribute to good usability of games or application. Curiosity, Challenge and Fantasy are game principles suggested by earlier study for designing fun games but were no longer evaluated as independent components in later studies. It usually evaluated in Playability or Entertainment component. Next, Mechanics components only evaluated when it comes to games. For Mobility component, it is only relevant when evaluating usability of game or application designed for mobile devices. While, the Story component is usually relating to Playability and Mechanics component. Social component comes into account only when evaluating social-network games. Lastly, Pedagogical, Content, Multimedia and Character component were significant for EG, however there is none of the reviewed studies on MEG that address these components in detail. Thus, the findings of this study might be valuable for game designer or future research in selecting proper heuristics component for MEG heuristics development. Fig. 1 illustrated the components suggested for MEG context by took into account all relevant components evaluated in games, educational games and mobile application context.
Fig. 1. Consolidation of suggested heuristics components for MEG.
5. Conclusion and future work The pervasiveness of mobile devices has drove new innovations of EG for mobile environment. Ensuring the usability of MEG is challenging due to nature of EG itself and limitations of mobile devices. There are many heuristics available in the literature to evaluate usability of various games product. These heuristics however cannot be applied directly in MEG context. This paper reviews existing heuristics component for Games, Educational Games and Mobile
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Application and represent the consolidation of heuristics components that are relevant for MEG. In future, there is a need to design a set of comprehensive heuristics that cover all of relevant components discussed in this paper for ideal heuristics evaluation of MEG. Moreover, further validation is required to support the findings of this study and to identify if there any new component to develop heuristics for MEG. Acknowledgements This work was supported by the Skim Latihan Akademik IPTA (SLAI), Ministry of Higher Education, Malaysia. References [1] Paiva, Ana C. R, Nuno H Flores, André G Barbosa, and Tânia P. B Ribeiro. (2016). “iLearnTest–framework for Educational Games.” Procedia-Social and Behavioral Sciences 228: 443-448. [2] Backlund, Per and Maurice Hendrix. (2013). “Educational Games-Are They Worth The Effort? A Literature Survey of the Effectiveness of Serious Games” in 5th Int. Conf. on Games and Virtual Worlds for Serious Applications (VS-GAMES), IEEE. pp. 1-8. 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