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Book Sections Year : 2015

User-Centred BCI Videogame Design

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Abstract

This chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user based testing), objective metrics (e.g., task success, number of errors) and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion and presence to be respected. The benefits and contributions of the user centred framework for the ergonomic design of these Brain-Computer Interface Videogames are discussed.
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Dates and versions

hal-01230571 , version 1 (18-11-2015)

Identifiers

Cite

Emilie Loup-Escande, Fabien Lotte, Guillaume Loup, Anatole Lécuyer. User-Centred BCI Videogame Design. R. Nakatsu and M. Rauterberg and P. Ciancarini. Handbook of Digital Games and Entertainment Technologies, Springer, 2015, ⟨10.1007/978-981-4560-52-8_3-1⟩. ⟨hal-01230571⟩
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