Heuristics for Tabletop Games - Online
Transcription
Heuristics for Tabletop Games - Online
Heuristics for Tabletop Games Christina A. Köffel DIPLOMARBEIT 05/1/0305/013 eingereicht am Fachhochschul-Masterstudiengang Digitale Medien in Hagenberg im September 2007 c Copyright 2007 Christina A. Köffel Alle Rechte vorbehalten ii Erklärung Hiermit erkläre ich an Eides statt, dass ich die vorliegende Arbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt und die aus anderen Quellen entnommenen Stellen als solche gekennzeichnet habe. Hagenberg, am 5. September 2007 Christina A. Köffel iii Contents Erklärung iii Preface vii Kurzfassung viii Abstract ix 1 Introduction 1.1 Thesis Outline . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Tabletop Games 2.1 Board Games . . . . . . . . . . . . . . . 2.2 Video Games . . . . . . . . . . . . . . . 2.3 Definition of Tabletop Games . . . . . . 2.3.1 Display Methods . . . . . . . . . 2.3.2 Input Devices . . . . . . . . . . . 2.3.3 Classification of Tabletop Games 2.4 Survey of Existing Tabletop Games . . . 2.4.1 Tabletop Platforms . . . . . . . . 2.4.2 Independent Setups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 3 4 5 7 8 12 16 20 20 22 3 Tabletop Games and Evaluation 24 3.1 Usability Studies . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.2 Heuristic Evaluation . . . . . . . . . . . . . . . . . . . . . . . 24 3.3 Evaluation of Tabletop Games . . . . . . . . . . . . . . . . . 26 4 Evolution of the Suggested Heuristics 4.1 Existing Heuristics . . . . . . . . . . . . . . . . . . 4.1.1 Game Heuristics for Tabletop Applications 4.2 Evaluation Setup . . . . . . . . . . . . . . . . . . . 4.2.1 Games to be Evaluated . . . . . . . . . . . 4.2.2 Evaluation Environment . . . . . . . . . . . 4.2.3 Evaluators . . . . . . . . . . . . . . . . . . iv . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 28 30 34 34 38 38 CONTENTS 4.3 4.4 4.5 4.6 4.2.4 Evaluation Process . . . . . First Set of Heuristics . . . . . . . Second Set of Heuristics . . . . . . Third Set of Heuristics . . . . . . . Results of the Heuristic Evaluation 5 Final Heuristics 5.1 Cognitive Workload . . . . . . . . 5.1.1 Categorization . . . . . . . 5.1.2 Explanation . . . . . . . . . 5.2 Challenge . . . . . . . . . . . . . . 5.2.1 Categorization . . . . . . . 5.2.2 Explanation . . . . . . . . . 5.3 Reach . . . . . . . . . . . . . . . . 5.3.1 Explanation . . . . . . . . . 5.4 Examinability . . . . . . . . . . . . 5.4.1 Categorization . . . . . . . 5.4.2 Explanation . . . . . . . . . 5.5 Adaptability . . . . . . . . . . . . . 5.5.1 Categorization . . . . . . . 5.5.2 Explanation . . . . . . . . . 5.6 Interaction . . . . . . . . . . . . . 5.6.1 Categorization . . . . . . . 5.6.2 Explanation . . . . . . . . . 5.7 Level of Automation . . . . . . . . 5.7.1 Explanation . . . . . . . . . 5.8 Collaboration and Communication 5.8.1 Categorization . . . . . . . 5.8.2 Explanation . . . . . . . . . 5.9 Feedback . . . . . . . . . . . . . . 5.9.1 Categorization . . . . . . . 5.9.2 Explanation . . . . . . . . . 5.10 Comfort of the Physical Setup . . . 5.10.1 Categorization . . . . . . . 5.10.2 Explanation . . . . . . . . . v . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 42 44 46 47 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 55 56 56 57 58 58 59 59 60 60 60 61 61 62 62 62 63 65 65 66 66 67 68 68 69 70 70 70 6 Conclusions and Future Work 73 6.1 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 6.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 A DVD Contents 75 A.1 Master Thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 A.2 Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 A.3 Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 CONTENTS A.4 Videos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A.5 Websites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography vi 75 76 77 Preface The present thesis was developed as a masters project in the Digital Media graduate program at the Upper Austria University of Applied Sciences Hagenberg. This work would not have been possible without the help and support of many people, whom I would like to thank. First of all my gratitude goes to my supervisor, Michael Haller, who supported me in a great way. I also want to thank Jeremiah Diephuis, who was patient enough to correct my English. Furthermore, my thankfulness is dedicated to Christoph Richter, who was so kind to support me with his professional knowledge in the field of usability. Additionally I want to thank all the volunteers that participated in my heuristic evaluation and everybody who contributed to my thesis by the means of information, papers, pictures and valuable input. Last but not least I want to thank my parents Anna and Walter for their support in all possible forms and my boyfriend Wolfgang for his superhuman patience, his feedback and his encouragement. I love you guys. For aunt Hedy. vii Kurzfassung Augmentierte Tabletop-Spiele schließen die technologische Lücke zwischen gewöhnlichen Brettspielen und Videospielen. Diese neue Art von Spielen eröffnet eine große Vielfalt an möglichen Unterhaltungssystemen. Mit dieser Entwicklung steigt aber auch die Notwendigkeit der Evaluierung der Gebrauchstauglichkeit (Usability) von Tabletop-Spielen. Die vorliegende Arbeit präsentiert ein umfassendes Set von Heuristiken zur Evaluierung dieser hybriden Brettspiele. Es umfasst alle Facetten, die TabletopSpiele bieten: Gameplay und Gamestory, das virtuelle Interface und die speziellen Grundvoraussetzungen, die augmentierte Tabletop-Spiele mit sich bringen. Die Heuristiken bezüglich Gameplay und Gamestory wurden auf der Basis umfangreicher Literaturrecherche aus bereits existierenden Heuristiken zur Evaluierung von Videospielen erarbeitet. Für jene Heuristiken, welche die speziellen Voraussetzungen von augmentierten Tabletop-Spielen betreffen, wurden vier verschiedene Iterationen entwickelt. Um die Anwendbarkeit und den Nutzen der Heuristiken festzustellen, wurde die dritte Version der Heuristiken in einer formalen heuristischen Evaluierung getestet. Die Ungereimtheiten, die während dieses Prozesses gefunden wurden, konnten eliminiert werden. Die Ergebnisse bildeten die Basis für die letzte Version der Heuristiken, die in dieser Arbeit vorgestellt werden. viii Abstract Since the late 1990s researchers started to investigate augmented tabletop games that are bridging the gap between traditional board games and video games. New types of hybrid games are developed, opening a wide variety of possible entertainment systems. With this development the necessity to evaluate the usability of the designed tabletop games increases. The present thesis introduces a comprehensive set of heuristics designed for the evaluation of tabletop games. They contain all facets offered by tabletop games, such as game play and game story, virtual interface and the special conditions of augmented tabletop games. The heuristics concerning game play and game story are retrieved by extensive literature review on existing work in the field of video games evaluation. For the heuristics regarding the special conditions of augmented tabletop games, four different iterations have been developed by the author. To test the applicability and the usefulness of the heuristics, the third set has undergone a formal heuristic evaluation. The ambiguities discovered during this process have then been clarified and the findings have founded the basis of the final heuristics introduced in this thesis. ix Chapter 1 Introduction Over the last decade the video game industry has experienced a boom and new digital game halls have been introduced and have gained in popularity. New types of games have come into existence, and new interaction methods and input devices have been included into game play. With this growing number of applications, a sound basis for the evaluation of these systems is also required. Due to the wide variety of possible applications no general guidelines or definitions can be assumed. This situation applies to the field of pervasive gaming as well as to tabletop applications and augmented tabletop games, a hybrid form of video games and traditional board games. In [55] the missing knowledge of which kind of application should be used with which kind of tabletop setup is claimed to be one of the major problems in tabletop applications. This is also the case for the field of tabletop gaming. Again, there is no standard configuration for either tabletop applications, such as augmented workspaces or for augmented tabletop games. Therefore most of the time software developers have to design their own setup before designing a game. This leads to five major motivations for the development of tabletop games: • To test the possibilities of a known system. • To experiment with/develop a new system. • To test interaction methods. • To test the collaboration of people using tabletop systems. • To develop a game. The latter is the least applied reason for developing augmented tabletop games. Most papers researched for this thesis had the main objective to develop a game for research intentions and not for the purpose of the game itself. Because of their novel state, tabletop games are mostly developed in research facilities by researchers specialized in engineering. Due to their ed1 CHAPTER 1. INTRODUCTION 2 ucation they are not trained in human factors and therefore are not familiar with the correct procedures of evaluations. To facilitate the evaluation process, this thesis will introduce heuristics for the evaluation of tabletop games. Heuristics are considered a discount usability inspection method, since they enable fast and cost-efficient detection of usability problems. The presented set of heuristics should form a well-grounded basis for the evaluation of current augmented tabletop games. During the development of the heuristics, several iterations have been performed. Altogether four different sets have been designed and will be introduced. Furthermore, existing heuristics for the evaluation of video games will also be reviewed. Nevertheless the heuristics are kept general and can be refined for different applications. 1.1 Thesis Outline After a short introduction to board games, video games and augmented tabletop games and their advantages and disadvantages in chapter 2 the employed display methods and input devices are described. Furthermore an overview of the existing tabletop games and tabletop engines is also provided. Chapter 3 presents a brief introduction to evaluation and places special emphasis on the issue of evaluations in tabletop gaming and heuristic evaluation. In chapter 4 a survey of existing heuristics for the evaluation of video games is given and the heuristics relevant for tabletop games are summarized. Additionally these heuristics are critically reviewed. Furthermore the first three sets of heuristics for the evaluation of tabletop games are introduced and critical feedback is given. In addition the applicability of the heuristics will be described using an exemplary heuristic evaluation and the results of this evaluation will be presented. The final version of the suggested heuristics will be introduced in chapter 5. A summary, final remarks and future work can be found in chapter 6. Chapter 2 Tabletop Games Traditional board games were introduced centuries ago and since then they have enjoyed great popularity among all age groups and genders. In the course of time, different genres of board games were developed—all enhancing their social aspects. Compared to this, video games were introduced only in recent time but nevertheless currently entertain millions of people by providing them adventurous stories and great graphics. Although video games and board games seem to differ from each other and appear to have very diverse strengths, it is possible to combine the advantages of both in one game. Therefore we are facing a new generation of hybrid board games such as Comino (figure 2.1). The following sections will give a very brief overview of the properties, ad- Figure 2.1: Comino, an example for a hybrid board game (cf. section 4.2.1). Picture courtesy of Jakob Leitner. 3 CHAPTER 2. TABLETOP GAMES 4 vantages and disadvantages of board, video and augmented tabletop games. The emphasis will be placed on important characteristics such as the effect of the game type on the players’ communication and collaboration. The aspects mentioned will not address the quality of the games, only certain social features will be discussed. Furthermore distinct properties of tabletop games will be described, a classification will be introduced and a selected number of existing games presented. 2.1 Board Games The oldest board games such as Senet [20, 48] date back to 2000 BC. Since then board games have been played all over the world and have increased in popularity, especially since the beginning of the Second World War [10]. In general, board games are played by two or more persons sitting in a relaxed environment around a normal table [34], as depicted in figure 2.2. Sometimes these game sessions are arranged as special social events, where friends meet to spend time with each other [30]. There are even game conventions where players from all over the world come together to play. Especially when talking about role playing games, big social events have become important. According to [30] the social environment connected to board games is responsible for their success. (a) (b) Figure 2.2: Typical image of friends playing a traditional board games: (a) Ludo and (b) Activity. The exceptional social situation [63] in board games is not just created by the players sitting around the table; it is also created by the players’ interaction with each other and the game board. When players sit together they are able to observe facial expressions and gestures face-to-face, which allows players to draw conclusions from the opponents’ intentions [15, 30]. Additionally the setup motivates people to talk with each other, which enhances communication. Due to the nature of the game played, competitiveness and collaboration are also encouraged, which leads to a rich experience for the CHAPTER 2. TABLETOP GAMES 5 players [30]. Generally, most board games are designed in a non-oriented way (each player has the same view of the board) and are very portable because of their low-tech setup. In addition to the social aspects of board games, aesthetics is also an incentive for playing board games. Some games, especially war games employ hand-crafted and hand-painted sculptures [30], such as the Warhammer series1 . In this game players do not only enjoy playing the game but also appreciate the opportunity to customize their sculptures or collect them [10]. Furthermore the (mostly simple) rules of the game can be flexibly adapted to the demands of the players [15]. Although board games are very adaptable to the users, they are restricted in terms of immersion. The interaction between the player and the game board is limited to the constraints of the physical playing pieces itself (e.g. board size or number of cards) and all possible permutations of such games are limited to the playing field of the game board [15, 30]. Expansion packs and custom-made rules (e.g. for kids or house-rules as applied in UNO2 ) help to create new versions of an already known game. Hence the constraints only apply to the physical components of board games—there is no limit to the player’s imagination [15]. Although board games provide numerous possibilities for game play, they will be unable to reach the visual and acoustic possibilities provided by video games [30]. 2.2 Video Games Video games can be distinguished into computer games and console games. Computer games are traditionally played on personal computers while video games are usually played using so called game consoles such as the Xbox 3603 [44]. Throughout this thesis the term video games will be used for both, computer games and console games. Video games were invented in the 1940s as simple games with lowresolution graphics and simple game play (a short history and a categorization of video games can be found in [20]). State-of-the-art video games typically employ the latest technology and provide realistic graphics and sound effects. Additionally, the target group of video games has advanced to different age groups, nationalities and genders [62]. Generally, video games require the player to sit or stand in front of a game console or a personal computer (see figure 2.3). Due to the spatial restrictions (limited monitor size, only one keyboard/mouse) most computer games are played by a single player, effectively making them single user systems [29, 31, 61]. Until about 10 years ago multi-player video games also 1 http://www.games-workshop.com/, copy on DVD http://www.pagat.com/invented/uno vars.html, copy on DVD 3 http://www.xbox.com/en-GB/hardware/x/xbox360coresystem/, copy on DVD 2 CHAPTER 2. TABLETOP GAMES (a) 6 (b) Figure 2.3: Users playing (a) console and (b) computer games. As it can be seen, especially computer games are an isolated activity, even when played in multi-player mode. employed split screens and hot seat modes. Using this technology more players were able to play at the same time on one computer (e.g. The Settlers II4 ). Since computers have become more affordable and efficient and computer networks have spread in recent years, the use of split screen and hot seat technology has decreased. In case of multi-player games, the users are spatially separated and located in front of different computers, not requiring them to extensively communicate with each other [29] (cf. sense of awareness). Nevertheless some computer games such as Enemy Territory: Quake Wars5 or World of Warcraft6 require communication about tactical situations or the further progression of the game. Although multi-player games encourage the players to communicate, the level of communication and collaboration cannot be compared to that of board games. Hence, playing a computer game can be considered an isolated activity [31]. Nevertheless computer games enable people that are apart (i.e. from all over the world) to play with each other. Console games and arcade games do allow multiple users (usually between two and four) to compete against each other. However, console games require the players to sit next to each other in front of a monitor/TV set which limits the interaction to player-system [29,34] (see figure 2.3a). Therefore the interpersonal communication is not enhanced [43,61]. Modern game consoles such as the Nintendo wii7 or the Sony PlayStation 38 allow for different input devices other than commonly used game controllers [43]. This leads to richer interaction with the system and also enhances collaboration/competition between the players. However, the players are still focused 4 http://www.bluebyte.net/ger/products/siedler2/, copy on DVD http://www.enemyterritory.com/, copy on DVD 6 http://www.wow-europe.com/, copy on DVD 7 http://www.nintendo-europe.com/NOE/en/GB/system/wii topic1.jsp, copy on DVD 8 http://uk.playstation.com/ps3/hardware/, copy on DVD 5 CHAPTER 2. TABLETOP GAMES 7 on the interaction with the system rather than on the interpersonal communication/collaboration. The content of video games can be very diverse and immersive for the player, allowing for complex environments and realistic situations. Tedious tasks such as counting of points is usually performed by the computer. Additionally, the game makes use of acoustic and optic enhancements and can be interrupted, saved and resumed later [15]. 2.3 Definition of Tabletop Games Trends have shown efforts to bridge the gap between traditional board games and computer games [4], answering the demand for socially rich gaming experiences. This is accomplished by augmenting physical games with digital aspects and digital games with real playing pieces (i.e. tangible objects) [62]. These so-called pervasive games are played in human environments such as parks, schools or are integrated in everyday objects such as furniture (cf. [5,26]). Augmented tabletop games—or simply called tabletop games or augmented board games, form a special section of pervasive games and pervasive games can be categorized as augmented reality (cf. [1]). Augmented reality works with real objects and environments that are augmented with virtual objects [7]. Hence tabletop games can be classified as a part of augmented reality. This means that there are different interaction methods ranging from augmentation using head-mounted displays to simply projecting images on real objects on the table. The heuristics introduced in chapter 5 only apply to tabletop games which meet the following conditions: • The main display methods are front projection, rear projection and displays (e.g. no head-mounted displays [9]). • The players are at the same location when playing (e.g. no distributed gaming as described in [40]). • The main interaction occurs through the table surface (e.g. no common pervasive/mixed reality games [27] or exertion interfaces [39]). Tabletop games merge the advantages of traditional board games and video games [2, 30] (see figure 2.1). They combine the social interaction and the physical activity of board games with the visual, acoustic and haptic possibilities of video games [15]. The players sit across the table and are therefore able to deduct the other player’s intentions by observing their actions [61]. They are focused on the game board as well as on each other since certain aspects of a game need discussions. Furthermore the inactive players can also participate in the game by expressing their opinion or participating in common actions [61]. Hence the special group dynamics of board games is maintained. Magerkurth et al. [30] additionally suggest that the game board should still remain the most important input device. CHAPTER 2. TABLETOP GAMES 8 The technical enhancements of the game board allow tasks that are perceived as cumbersome to the players such as shuffling cards, building the game board, watching the rules or counting the points to be taken over by the computer [30]. Thus, the player is able to fully concentrate on the game itself (e.g. tactics). Also the size of the game board can be variable and the players can travel a map which surpasses the table’s dimensions [30]. Another advantage taken from video games is the capability to save the status of the game and resume it later [43]. Private interaction can be realized using PDAs or headsets so that the players get access to information which is meant for their eyes or ears only [15, 29, 30, 34]. If it is not possible for the players to meet at the same location, distributed tabletop gaming has already been introduced (cf. [65]) but as mentioned earlier, these games will not be treated by the heuristics introduced in this thesis. The following sections provide a short description of the technical setup usually employed for tabletop games which satisfy the preconditions stated before. Display methods as well as the employed input devices will be treated. 2.3.1 Display Methods The selection of the appropriate display system for tabletop games depends on various variables such as the game play, the environment, the interaction method and the application area of the game. It should be set up in a way that it does not disturb the game play. Generally, the display methods employed for tabletop gaming can be assigned to the categories front projection, rear (or back) projection and built-in diplays. Front Projection Front projection or also called tabletop projection utilizes a projection from above onto a (light) table surface. Figure 2.4 shows an example of a typical setup of front projection systems. It consists of a projector mounted above a table surface. Usually the projector is either mounted on the crossbar of two stayers or on the ceiling. The construction based on stayers is especially susceptible to concussions. Hence the projection can be moved which might result in the necessity to recalibrate the system. The resolution of the projection is usually quite low—around 1024 × 768 pixels with recent projectors. Generally front projection can be considered to be the cheapest display method because it does not need an especially constructed table. An overview of the advantages and disadvantages of front projection when employed for tabletop games is provided in table 2.1. ´ CHAPTER 2. TABLETOP GAMES 9 Figure 2.4: Typical setup of front projection sytems, containing a projector mounted on a stand above the table surface. Advantages Disadvantages • • • • • Occlusions (coverage of important information). • Limited gestures (caused by the possibility of occlusions). • Faulty recognition of markers (caused by occlusions). • Game board always displayed on top of the objects. • Strongly dependent on the light situation. Cost effective setup. Easy to build setup. Scalable image. Possibility to augment real objects. • Flexible setup (almost every tracking method can be applied). • Employment of touch-sensitive surfaces or special position aware input devices possible. Table 2.1: Advantages and disadvantages of front projection systems in respect of augmented tabletop games. Back Projection Back projection systems or also called bottom-up projection systems generally consist of a table with a transparent (or semi-transparent) surface, a projector (resolution 1024 × 768 pixels) mounted below the table usually projecting onto a mirror which is reflecting the image on the back side of the transparent surface (see figure 2.5). Table 2.2 gives an overview of advantages and disadvantages of back projection systems. CHAPTER 2. TABLETOP GAMES 10 Figure 2.5: Typical setup of a back projection sytem, containing a projector projecting onto a mirror which is mounted below a transparent table surface. Advantages Disadvantages • Not highly susceptible to concussions. • Elegant look (technology not visible). • No impact of occlusions (more natural interaction). • Required minimum height. • Bulky construction (required distance between mirror and projector; uncomfortable positions for the players). • Not universally compatible (e.g. to the DiamondTouch [12]). • Augmentation is difficult (only transparent objects). • Dependend on the light situation. Table 2.2: Advantages and disadvantages of back projection systems in respect of augmented tabletop games. CHAPTER 2. TABLETOP GAMES 11 Figure 2.6: The Entertaible setup [63] with an embedded display, which supports multi-touch and object recognition. The Entertaible is developed by Philips Research, Eindhoven, the Netherlands. Picture courtesy of Jettie Hoonhout. Built-in Displays Displays embedded in the table surface are another possible display method. Usually plasma or liquid crystal displays are employed for this kind of tabletop systems. Figure 2.6 shows a typical setup for built-in displays and the major advantages and disadvantages of this type of setup are shown in table 2.3. Advantages Disadvantages • Lower sensitivity to the light situation. • High display quality (brightness and resolution). • No impact of occlusions (more natural interaction). • Multiple tracking methods possible (camera and touch technology). • Objects such as drinks can be placed on large frames. • Limited display size. • Protection is needed for the display. • Limited view-angle of liquid crystal displays. • Very expensive (especially when using plasma displays). • Augmentation is difficult (only transparent objects). Table 2.3: Advantages and disadvantages of back projection systems in respect of augmented tabletop games. CHAPTER 2. TABLETOP GAMES 2.3.2 12 Input Devices Tabletop games open the possibilities for new interaction methods. Not only mice but also further communication methods and input devices can be employed. Hence also the player’s body can become an input device [61]. Corresponding to Scott et al. [55] there are two varying approaches for using input devices in tabletop computing. First of all they suggest using different devices for different types of tasks, which—according to them— leads to a more efficient completion of the tasks. The second approach would be employing one input device for all tasks, which would mean that there is no switching between devices and also no acclimatisation necessary. Furthermore the type of interaction can be either simultaneous (concurrent) or based on a turn-taking system [46, 55]. Again, the interaction-type depends on the kind of application developed. The following sections provide a short overview of the input devices mostly employed in tabletop gaming. Generic Input Devices Mice, keyboards and game-pads can be understood as generic or traditional input devices. Corresponding to [61] these devices do not help to create meaningful gestures because the hands are usually needed for the input and not moved extensively. Furthermore fellow players are not aware of the others intentions because they are mainly concentrating on the display. This phenomenon is called workspace awareness [17, 61], which is mostly dependent on gestures, gaze and voice. In [64] several usability studies of different input devices on tabletop systems have been conducted. The results show that mice (and other indirect input devices) can lead to problems identifying the position of the mousecursor. Especially in multi-user applications players have to keep track of their own cursor which causes unnecessary cognitive strain. Nevertheless indirect input methods provide certain advantages such as ergonomics and avoiding occlusions. Since tangible applications such as tabletop games should support different and adequate input methods (e.g. tangible objects), keyboards do not seem appropriate for most of the applications, especially because of the spatially limited construction of the table, which usually includes no space for the keyboard. Moreover the choice of the input devices is dependent on the game play. For example, some games such as Pictory [59] (figure 2.7) integrate the keyboard interaction as a basic construct of the game play—the same applies to game-pads (see Neon Racer [28]). CHAPTER 2. TABLETOP GAMES 13 Figure 2.7: Pictory [59] uses the keyboard as primary input device. Pen-based Input Devices Recently the utilization of pens or styli for tabletop games has increased [16, 25]. According to [64] pen-based systems as well as touch systems allow for interpersonal interaction through gestures and gaze. Therefore the players get notified about the opponent’s intentions more easily. Pens allow for more natural and direct interaction with the system. Furthermore styli avoid unintentional input through hands or objects placed onto the table surface. Generally, pen-based input devices can be distinguished into devices that need a special kind of paper or pattern for the interaction, such as the ANOTO pens (e.g. DP201 (Maxell)9 as shown in figure 2.8, SU-27W (Nokia)10 and SU-1B (Nokia)11 ) and devices that do not need them, such as the Activepen (Promethean)12 or scrivo.1 (Plawa)13 . Touch-Input The direct and intuitive interaction with the system through touch-input (the objects are manipulated exactly where they are displayed) leads to high appreciation by the users [64]. Especially multi-user and multi-touch systems have proven to be quite appropriate for games. Furthermore touchinput systems enrich the interaction and collaboration between the players 9 http://www.maxell.co.jp/e/products/industrial/digitalpen/index.html, copy on DVD http://europe.nokia.com/su-27w, copy on DVD 11 http://europe.nokia.com/su-1b, copy on DVD 12 http://www.prometheanworld.com/uk/server/show/nav.1687, copy on DVD 13 http://www.plawa.com/support/downloads/manuals/scrivo1/scrivo1 manual english.pdf copy on DVD 10 CHAPTER 2. TABLETOP GAMES 14 Figure 2.8: In PenWars the ANOTO pen is used to create tanks and give them orders (cf. section 4.2.1). by freeing the player’s hands for gestures. Compared to generic input devices such as mice, touch-input enables the player to detect her cursor-position on the device at any time which further allows to provide accurate and direct feedback [64]. Another positive aspect of touch-input is that—depending on the technology employed—not only fingers, but also pens can be used for the interaction. Disadvantages of systems operating with touch-technology are a loss in accuracy when not using a pen, occlusions caused by the hands of the players [64] and staining of the table surface due to interaction with dirty fingers. Furthermore, physical objects might influence the usage of the system such as beverages or other objects that are placed onto the surface. The DiamondTouch table14 , which is depicted in figure 2.9 and MS Surface15 are two common examples of touch-input systems. Besides these commercial approaches, Staahl et al. [57] have tried to employ traditional touchsensitive displays that are embedded into the table surface. Tracked Physical Objects Tracked physical objects or also called tangible objects are another way of interaction with the system. Tangible objects allow the users to touch real objects and manipulate them on the table surface (see figure 2.10). This makes the interface more intuitive than touch-input since it provides the possibility to directly interact with objects in 3D. Furthermore physical objects allow multiple users to interact with the 14 15 http://www.merl.com/projects/DiamondTouch/, copy on DVD http://www.microsoft.com/surface/, copy on DVD CHAPTER 2. TABLETOP GAMES 15 Figure 2.9: MERL’s DiamondTouch table in use [12]. Figure 2.10: Players interacting with tracked physical objects on the tabletop surface while playing Neon Racer (cf. section 4.2.1). table at the same time. As in traditional board games, the players need different sets of figurines to play different games. Moreover the customized figurines can be technically enhanced (cf. [2]) and therefore provide the players with additional feedback. Hence, the players only need one table and the according set of tangible objects to play various different games. Generally it is up to the player to move the objects across the map, but there have also been approaches for figurines that are moved by the computer using an array of electromagnets [45]. Until now several different tracking techniques have been developed. Optical tracking, mostly using infrared technologies (for example as in [34]), is CHAPTER 2. TABLETOP GAMES 16 a very popular tracking method. Usually a camera, mounted next to the projector is capturing the displayed area. The captured image is then undistorted and the objects are recognized (e.g. using infrared filters or markers). Furthermore also magnetic fields or radio-frequency identification (RFID) technology as in Tjass [23], Wizard’s Apprentice [47] and STARS [30] are employed. 2.3.3 Classification of Tabletop Games Milgram et al. [37] categorize mixed reality into real environments, augmented reality, augmented virtuality and virtual environments. In [23] a similar but narrower approach for augmented tabletop games is introduced. The author of the present thesis proposes to apply the Milgram categorization on tabletop games with a focus on the involvement of virtual and real objects. Therefore the following six categories can be obtained: • Pure reality board games. • Augmented reality tabletop games. • Mixed reality tabletop games. • Augmented virtuality tabletop games. • Pure virtuality tabletop games. • Further approaches. The following sections will provide a short description of the essential points of each category. Pure Reality Board Games Pure reality board games are traditional board games as described in section 2.1. This type of game does not contain any kind of computational augmentation. An example of such a game is The Settlers of Catan16 , shown in figure 2.11. Augmented Reality Tabletop Games The central point of augmented reality tabletop games is still the physical interface, e.g. real playing cards, real board, real tabletop, real bat etc. The entire interaction is concentrated on the physical part and the basic principles of the game function without electronic interfaces. Games that fit into this category are Tjass [23] and PingPongPlus [18] (see figure 2.12). 16 http://www.catan.com/, copy on DVD CHAPTER 2. TABLETOP GAMES 17 Figure 2.11: The Settlers of Catan, an example for pure reality board games. Figure 2.12: PingPongPlus is an example for augmented reality tabletop games. The picture was taken from [18]. Mixed Reality Tabletop Games Mixed reality tabletop games integrate the real world as well as the virtual world. Ideally, a symbiosis between the two worlds is built. The game would not work without either part. Mixed reality tabletop games that have been developed so far are Phong [23], False Prophets [34], STARS KnightMage [29–31], STARS Monopoly [29–31], MonkeyBridge [3], TetraTetris [8] and YellowCab [63] (see figure 2.13). CHAPTER 2. TABLETOP GAMES 18 Figure 2.13: YellowCab played on the Entertaible [63], an example of mixed reality tabletop games. The Entertaible is developed by Philips Research, Eindhoven, the Netherlands. Picture courtesy of Jettie Hoonhout. Figure 2.14: Neon Racer is an example for augmented virtuality tabletop games. Image taken from http://neonracer.net. Augmented Virtuality Tabletop Games The core element of augmented virtuality tabletop games is the virtual interface and the virtual environment. The entire game is played virtually. This concerns the game board and/or also the interaction methods. Real objects are merely used to remotely interact with the game, but do not have a major impact nor are essential to the game play. Moreover the game could CHAPTER 2. TABLETOP GAMES 19 Figure 2.15: Warcraft III, an example of pure virtuality tabletop games played on the DiamondTouch table. Picture taken from [61]. Figure 2.16: ApartGame, an example of so-called further approaches for augmented tabletop games. The picture was taken from http://www.weeblegames.com/thebrath/participaties.htm. be played without them. Neon Racer [28] (see figure 2.14) is one example for augmented virtuality tabletop games. Pure Virtuality Tabletop Games Pure virtuality tabletop games are common available computer and arcade games that are played using a tabletop system. These kinds of games completely function without any tangible object. The game is purely virtual CHAPTER 2. TABLETOP GAMES 20 and either a keyboard or a touch screen is used as input device, such as in Pictory [59], The Sims [61] and Warcraft III [61] (see figure 2.15). Further Approaches In case of further approaches, the applications cannot be distinguished into the five previous categories. Although their interaction might be purely virtual, they cannot be considered as traditional computer games. ApartGame [62] is an example of this kind of games (see figure 2.16). 2.4 Survey of Existing Tabletop Games The following sections will provide a brief overview of some tabletop games developed so far. The author of this thesis distinguishes the available games into tabletop platforms and independent setups. A short description gives an introduction to the concept of the platform and the games developed. The informations are based on the contents of the cited papers and more information can also be obtained from them. 2.4.1 Tabletop Platforms Tabletop platforms are actual platforms for the development of multiple tabletop games. In this section the platforms as well as the games developed for the platforms are described shortly. All games introduced try to unify the advantages of normal board games and computer games and enhance the player’s communication and collaboration. • STARS [29–31]: The hardware setup of STARS bases on the principles of Roomware components as introduced in [58]. The players do not only have access to public information, moreover private information is provided by headphones and PDAs. The dynamic game board can have extensive dimensions (clouded by the fog-of-war) and the major objects can be rotated towards the active player. Game sessions can be saved and resumed by putting RFID tags onto the table surface. The following games have been developed for the STARS platform so far: – STARS Monopoly (electronically enhanced version of the board TM game Monopoly ). – STARS KnightMage (players have to survive in a dungeon and are leaded by a game master). – Candyland (hybrid village). • Entertaible [63]: The Entertaible was partly built according to the guidelines from Scott et al. [55] and is using a new touch technology, CHAPTER 2. TABLETOP GAMES 21 a LCD panel, shape recognition and physical game pieces (see figure 2.17). The Entertaible is mostly light independent and waterproof. The following games have been developed for this platform so far: – YellowCab (taxi drivers working in Manhattan). – Weathergods (pleasing the gods with goods for rain in the Arabic savannah). – Others (Scrabble, Soccer, Pong, etc.). Figure 2.17: The Entertaible [63] is developed by Philips Research, Eindhoven, the Netherlands. Picture courtesy of Jettie Hoonhout. • ApartGame [62]: ApartGame is a custom-built tabletop gaming platform for games in public. The surface is divided into 16 sectors with a circular screen in the middle. The games implemented so far are mostly adaptions of already existing and well-known computer games: – Collapse (multi-player cooperation version of Tetris). – Hitando (3 level multi-player competitive game, groups of players have to hit their color appearing on the screen 15 times in a row). – Others (e.g. Oball, Snake, Sequencer, Memory, Reversi). • DiamondTouch [12]: The multi-touch table, which was originally built for working purposes, is commercially available since 2001. So far front projection is needed because of the opaque surface of the table. The recognition is enabled by an array of antennas that is builtinto the tabletop and the capacitive receivers that are connected to the players (usually they are sitting on it). Until now, the following games have been tested and developed for the DiamondTouch table: CHAPTER 2. TABLETOP GAMES 22 – The Sims (adapted version of The Sims17 ). – Warcraft III (adapted version of Warcraft III18 ). – TetraTetris [8] (multi-user Tetris game). • TViews [35]: This platform is suitable for multiple applications such as picture sorting, web browsing and different games. The real-time multiple object tracking system detects tagged objects (called “pucks”) and works on a combination of acoustic sensing and infrared recognition. The following games have been developed so far: – Pente (traditional pente game). – Springlets (improvisation by manipulating virtual springs). 2.4.2 Independent Setups Independent setups are defined as tabletop installations that have been designed for one specific game and usually are not reusable for other games. • Wizard’s Apprentice [47]: This game was designed according to the principles of game design and is related to role-playing games. The wizard (game-leader) helps his apprentices (players) to defend a kingdom against evil forces. The interaction occurs through specially designed figurines and the interaction style is based on normal board games. Wizard’s Apprentice is written in Java and the detection of the figurines and other game elements is through RFID technology. • False Prophets [34]: This setup consists of a tabletop display system for the depiction of common public information and hand-held devices for personal and private information for the six players involved. The detection of the playing pieces is enabled by a custom-built sensor interface and infrared diodes applied to the figurines. The dynamic map contains four different terrains and the players have to discover their team members through their movement over the map and the solving of logic puzzles. • TJass [23]: TJass was designed as an augmented card game, to help novice and expert players in playing the difficult game Jass. It is supposed to be non intrusive and very transparent by providing assistance directly on the game board via a TFT display, LEDs and sound. Besides counting and displaying the scores, decision assistance is also provided using different colored LEDs. This prevents the players from making mistakes and cheating. 17 18 htt://thesims2.co.uk, copy on DVD http://www.blizzard.com/war3/, copy on DVD CHAPTER 2. TABLETOP GAMES 23 • Phong [23]: Phong was designed according to the game play of the original game Pong and is played using a real paddle and a virtual ball. The virtual objects are visualized using a front-projecting system. Loud speakers allow virtual items to appear more real (e.g. sounds accompanying the ball). Throughout the game the players can collect bonuses such as attractors, expulsors or obstacles, which they can place on the board using a stamp. Furthermore also physical objects using RFID technology can be placed on the table surface to influence the ball. • Pictory [59]: In Pictory the two playing teams have to defend their castle by taking turns at entering and guessing search keywords. One team starts by entering a creative search keyword. The opposing team then gets a set of pictures displayed, which is retrieved by an online search algorithm from different search engines. This team has to guess the according search term. The only input method for the front projection setup is the keyboard. Chapter 3 Tabletop Games and Evaluation The following chapter will provide a short introduction into usability and heuristic evaluation, a usability inspection method. Moreover, the issue of evaluations in connection with tabletop games will be discussed briefly. 3.1 Usability Studies The principles of ergonomics have been introduced in the middle of the 19th century. They form a scientific discipline treating the system consisting of human, environment and tasks. Usability should not be understood as a scientific discipline, but as the quality of a technical system. Moreover it treats the design of systems according to the findings of ergonomics. [53] The usability approach defines a usable system not only as a comfortably usable system, it also states that the system should support the user in reaching her targets [53]. Hence usability engineering is the methodical process of creating usability and a usable system [53]. The main goals of usability evaluations are to assess if a system is usable and to discover usability flaws. The so-called usability problems are supposed to identify problems of the system. More information about usability and usability inspection methods can be found in [42]. 3.2 Heuristic Evaluation The term heuristic evaluation was coined in 1990, when Molich and Nielsen suggested their set of ten heuristics for the evaluation of software applications [38]. Since then heuristics for different kinds of applications have been developed and improved. 24 CHAPTER 3. TABLETOP GAMES AND EVALUATION 25 Heuristic evaluation is commonly considered to be a discount usability method. According to Nielsen, heuristic evaluation is a very efficient usability method with a good cost-benefit ratio, which can be applied early and repeatedly in the development process [42]. Generally, heuristics can be considered as rules of thumb that describe the affordances of the users to a particular system and heuristics are formulated more universally than usability guidelines. The quality of heuristics can be distinguished through the simplicity of assigning the usability issues found to the corresponding heuristic. Should there be ambiguities or misunderstandings, the heuristics are not formulated properly and therefore should be re-written [53]. Furthermore it should be up to the evaluator to state whether the conditions are met in a specific situation or not. Hence, the heuristics should provide enough information and should be formulated clearly enough to enable the evaluator to judge all eventualities of a system [53]. Heuristic evaluations are usually conducted by different kinds of evaluators. The evaluators, or also called experts or specialists can be distinguished into novice users without any experience in this field or in usability experts, domain experts and double experts with advanced experience in the field of usability as well as the application area of the system. According to [53] and against previous statements made by Nielsen [41], domain experts are good evaluators since they not only evaluate the adequacy of a system to the tasks, but are also able to assess the working process. During a heuristic evaluation, three to five specialists inspect a system and evaluate the observance of the system with recognized and established usability principles. According to Nielsen, even only one evaluator is better than none [41], but nevertheless the more evaluators are testing a system, the better. The number of errors discovered significantly increases with the first three evaluators and it is said that most of the usability issues can be detected employing three to five experts (see figure 3.1). Nevertheless Faulkner [13] gives a critical review on the profits of a higher number of evaluators. For traditional single-user applications, as described in [42], only one evaluator at a time is supposed to systematically inspect the system. The inspectors go through the system several times (at least two times) to discover major and minor usability problems. The problems are either written down by the evaluator herself or verbalized to another person present during the evaluation process [41]. Sometimes usability checklists facilitate the evaluation process. Depending on the type of system that is tested, the evaluation process can take between one to two or even more hours [41]. Afterwards, the discovered problems are collected and eventually debriefing sessions are held. At the end, the list including all found usability problems is given back to the evaluators in order to rank the severity of the found problems [42]. CHAPTER 3. TABLETOP GAMES AND EVALUATION 26 Figure 3.1: The ratio between evaluators employed and usability problems found, as described in [41]. Different evaluators discover different problems; hence 3-5 evaluators are supposed to find the majority of usability issues. The picture is based on http://www.useit.com/papers/heuristic/heuristic matrix.gif. Heuristic evaluations do not cover all possible usability problems and one big disadvantage is that the evaluation does not provide ideas on how to fix the problems found. Nevertheless heuristic evaluation allows to evaluate systems early in the design process, since the evaluator is not using the system [41]. Hence, also paper mock-ups can be evaluated using heuristics. Additional information and practical examples on heuristic evaluation can also be found in [51]. 3.3 Evaluation of Tabletop Games The large variety of augmented tabletop games hinder the application of one single universal evaluation method. Furthermore an iterative process throughout the design of a tabletop game is suggested. This approach should combine different usability evaluation methods. Early in the design process heuristic evaluation is suggested. Later on, user testing and cognitive walkthrough appear to be promising. Especially heuristic evaluation seems to be mostly suited for tabletop interfaces because it provides a wide area for usability testing. Heuristics are usually able to cover a broader range of applications and therefore seem suitable for the evaluation of tabletop interfaces. It is generally suggested to use extensive prototyping before starting the project. For example, in the Wizard’s Apprentice project [47] low fidelity prototyping was employed. Concerning the prototyping, diverse techniques CHAPTER 3. TABLETOP GAMES AND EVALUATION 27 can be used, starting from paper mock-ups to incremental prototyping. In [55] Scott et al. analyzed state of the art tabletop systems, literature and results of current conferences as well as their own experience in the field of tabletop computing. With the outcome of this analysis they suggest eight specific guidelines when designing tabletop applications, which are as follows: “... 1. 2. 3. 4. 5. 6. 7. 8. Support interpersonal interaction. Support fluid transitions between activities. Support transitions between personal and group work. Support transitions between tabletop collaboration and external work. Support the use of physical objects. Provide shared access to physical and digital objects. Consider the appropriate arrangement of users. Support simultaneous user actions. ...” As can be seen from the facts introduced above, traditional recommendations for software and tabletop project development apply. Furthermore general guidelines developed for tabletop applications can also be used and adapted for the development of tabletop games. Chapter 4 Evolution of the Suggested Heuristics The main objective of the present thesis is to develop a set of heuristics for the evaluation of tabletop games. This heuristics are supposed to cover the different aspects of augmented tabletop games. Heuristics for the evaluation of video games have recently been introduced and their portability to pervasive games has already been tested by Röcker et al. [50]. The heuristics presented by the author of this thesis will mainly focus on the special characteristics of tabletop games such as the requirements of the setup and the extended possibilities offered by tabletop games. This chapter starts with an introduction and discussion of existing heuristics for video games and their portability to pervasive games. During the development process of the heuristics, three sets of heuristics have been developed prior to the final version introduced in chapter 5. The different sets of heuristics are discussed in terms of their weaknesses and why they are inappropriate and require modifications. Additionally, the evaluation setup and the games employed for the evaluation of the heuristics are introduced. 4.1 Existing Heuristics Currently no heuristics—besides Nielsen’s general heuristics [41]—are available for the evaluation of augmented tabletop games. Nevertheless heuristics for the evaluation of state-of-the-art video games have recently been introduced and supported by many sources [11, 14, 21, 50, 54]. Table 4.1 provides a short overview of the major milestones in the evolution of heuristics for video games. This information has formed the basis for the adapted version of video game heuristics in section 4.1.1 and has been taken into account for the phrasing of the final heuristics in chapter 5. 28 CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS Year 1980 1982 2001 2002 2004 2006 1 Description Thomas Malone was the first one to present the idea of using heuristics to evaluate games [32]. His heuristics mainly focused on educational games, not possessing the graphical, acoustic and computational possibilities that current video games offer. Malone categorized his heuristics into challenge, fantasy and curiosity. Malone tried to distinguish the benefits of computer games and to adapt them to productivity applications [33]. He still considered his heuristics to be suggestions, not requirements for games. The so-called 400 project1 was invented by Hal Barwood and Noah Falstein and invited (and is still inviting) game designers from around the world to submit rules for game design to improve the quality of the developed games and to help game designers do their work. As of March 2006, 112 rules have been formulated, due to the lack of submissions, mostly by Noah Falstein. Melissa Federoff [14] tried to assess the applicability of Nielsen’s heuristics to video games and discovered that they were rather usable. Furthermore she developed a set of 40 heuristics, categorized into game interface, game mechanics and game play. Desurvire et al. [11] released a new set of verified heuristics, the HEP (heuristic evaluation of playability), based on the heuristics introduced by Federoff. These heuristics were categorized into four sections which are game story, game play, game mechanics and game usability. The heuristics were proven to be effective through further evaluations. Röcker et al. tested the adaptability of the heuristics introduced by Desurvire et al. to pervasive games [50]. The researchers assumed that the heuristics introduced for game play and game story only considered aspects that were not related to the game platform. The categories game mechanics and game usability were deemed to be platformdependent and had therefore been reconsidered. The results of the study have shown that the game mechanics heuristics are the same for all types of games. http://theinspiracy.com/, copy on DVD 29 CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS Year 2006 2007 2007 30 Description Nokia released a set of heuristics for the evaluation of the playability of mobile games [21]. Their heuristics form a framework that is distinguished into different modules, which are game play, game usability and mobility. The modules do not have to be evaluated at the same time and should be able to be applied to other kinds of games, not only mobile games. T-CUA (Table-Collaboration Usability Analysis) was developed by David Pinelle and Carl Gutwin [49] and is based on the Collaboration Usability Analysis (CUA). It helps to evaluate collaborative groupware, especially issues in connection with teamwork. The CUA framework has been adapted to tabletop applications and can be seen not as a set of heuristics, but as summary of typical tasks. In April 2007 Noah Schaffer released a white paper introducing a new version of heuristics [54]. According to his opinion, the heuristics introduced so far are too vague, difficult to realize, more suitable to postmortem reviews and not applicable during the design process. He provides a set of detailed heuristics with graphical examples for each heuristic. Table 4.1: Milestones in the development of heuristics for the evaluation of video games. As mentioned, the existing heuristics for the evaluation of video games have influenced the formation of the heuristics introduced in this thesis. Nevertheless some critical remarks can be given on the work presented in table 4.1. For example, Federoff’s heuristics [14] appear to be superficial and sometimes incomplete and to some extent mainly applicable to role playing games. The heuristics introduced by Desurvire et al. [11] did not touch the problem of challenge in games. The author of this thesis does not strictly adhere the game play and game story aspects as introduced by Röcker et al. [50] and they have been reconsidered (see enumeration in section 4.1.1). Since tabletop games can be considered to be a part of pervasive games (see section 2.3), it can be assumed that parts of the guidelines introduced by Röcker et al. [50] also apply to them. 4.1.1 Game Heuristics for Tabletop Applications The main objective of this thesis is to present heuristics applicable for the evaluation of tabletop games. Therefore the author of the present work proposes a modular framework, consisting of game play/game story, the virtual CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 31 Figure 4.1: The author’s proposed modular framework for the evaluation of augmented tabletop games consisting of game play/game story, virtual interface and aspects related to the special properties of augmented tabletop games. interface and aspects and features targeting the special properties of tabletop games (see figure 4.1). The sections game play/game story cover the areas related to the game play and the developed story of the game. The virtual interface can be understood as the displayed virtual and not physical interface the player interacts with (e.g the projected game board). The enumeration at the end of this section will present the heuristics concerning these aspects. The heuristics targeting the special properties of augmented tabletop games will be introduced in chapter 5. As mentioned in section 4.1 the portability of video game heuristics to pervasive games has already been successfully demonstrated (cf. [50]). The heuristics are taken from Desurvire et al. [11], Federoff [14], Nokia [21], Röcker et al. [50] and Schaffer [54]. Statements contained in quotation marks represent cited sentences from the afterwards mentioned sources. The remaining heuristics are not direct quotations, they only refer to the denoted sources as regards content. The heuristics taken contain the main aspects of video games that are also applicable to tabletop games and have been generalized and summarized into different categories. For example, the importance of the consistency of the game is mentioned by Koivisto et al. [21] as well as by Desurvire et al. [11]. Therefore this problem has been combined into one single heuristic (heuristic number 8): CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 32 Game play/game story 1. The player should be presented “clear goals” (e.g. “overriding goals”) [11, 14, 21] early enough [11, 14] or be able to create her own goals [21] and “should be able to understand and identify them” [54]. There can be “multiple goals on each level” [14] (“short-term” [11] and longterm goals), so that there are more strategies to win [14]. Furthermore the player should know how to reach the goal without getting stuck [54]. 2. The player should receive meaningful rewards [14, 21]. One reward could also be “the acquisition of skills” [14] (personal and in-game skills). 3. The player should “feel that she is in control” [11,21,54]. That includes the “control over the character” [11] as well as the “impact onto the game world” [54]. “Changes the player makes to the game world should be persistent and noticeable” [11]. Furthermore the player should be able to “respond to threats and opportunities” [54]. 4. “Challenge, strategy and pace should be in balance” [21]. “Challenges should be positive game experiences” [11]. 5. “The first-time experience is encouraging” [21]. 6. The “meaningful game story should support the game play” [21] and be “discovered as part of the game play” [11]. 7. “The game does not stagnate” [21] and the player feels the progress [21, 54]. 8. The game should be consistent [11, 21]. This includes “consistency between the game elements and the overarching settings as well as the story” [11]. The story should “suspend disbelief” [11] and be perceived as a single vision [11], i.e. the story should be planned through to the end. 9. “It should be clear what’s happening in the game, the player should understand failure conditions and be given space for making mistakes” [54]. 10. “There should be variable difficulty levels” [14] for a “greater challenge” [11]. The game should be “easy to learn, but hard to master” [11]. 11. The game and the outcome should be perceived as being fair [11, 14]. 12. The game itself should be replayable and the player should enjoy playing it [11]. Nevertheless “challenging tasks should not be required to be completed more than once (e.g. when dying after completing a hard task)” [54]. Furthermore the challenge should create the desire to play more [11]. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 33 13. “The artificial intelligence should be reasonable” [14], “visible to the player, consistent with the player’s expectations” [11, 50] and “yet unpredictable” [14]. 14. The game should be “paced to apply pressure to but not frustrate the player” [11, 14]. 15. The “learning curve should be shortened” [14] (if possible by using the available trends [11, 50]). The “user’s expectations should be met” [11, 50] and the player should have “enough information to get immediately started” [11] (or at least “after reading the instruction once” [54]). Tutorials and adjustable levels should be able to involve the player quickly [11]. 16. “The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)” [11]. 17. “The game play should not require the player to fulfill boring tasks” [21]. 18. “The game mechanics should feel natural and have correct weight and momentum” [14]. Virtual interface 19. “The player should be able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities” [54] (orthogonal unit differentiation [21]). The objects “should stand out (contrast, texture, color, brightness), even for players with bad eyesight or color blindness and should not easily be misinterpreted” [54]. Furthermore the objects “should look like what they are for (affordance)” [54]. 20. The “acoustic and visual effects should arouse interest” [14] and provide meaningful feedback at the right time [11, 14, 50]. Hence the effects should give feedback to create a challenging and exciting interaction and involve the player by creating emotions [11, 50]. The feedback should be given immediately to the user’s action [11, 14]. 21. The interface should be “consistent in control, color, typography and dialog design” [11, 14] (e.g. large blocks of text should be avoided, no abbreviations [54]) and “as non-intrusive as possible” [11, 14]. 22. The player should not have to “count resources like bullets, life” [54], score [11, 14], points and ammunition [54]. This “relevant information should be displayed and the critical information should stand out” [54]. Irrelevant information should be left out [54]. 23. The menu should be “intuitive and the meanings obvious” [54] and “perceived as a part of the game” [11]. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 34 24. “The player should know where she is on the mini-map if there is one and should not have to memorize the level design” [54]. 25. The player “should be able to save the games in different states” [11, 14, 50] (applies to non arcade-like games) and be able to “easily turn the game off and on” [11, 50]. 26. “The first player action is obvious and should result in immediate positive feedback” [11]. 4.2 Evaluation Setup The following sections describe the setup, the games evaluated using the heuristics, the participating evaluators and the evaluation process. 4.2.1 Games to be Evaluated For the evaluation of the planned heuristics (cf. section 4.5) the games introduced in the following were chosen. Comino Comino [25] is a multi-player tabletop game which was developed at the local university. The major components are virtual and real domino bricks that can be placed on the table surface (see figure 2.1). The bricks are supposed to be placed on edge in one row. When the first brick is knocked over, all subsequent stones should be knocked over by a chain reaction. To successfully finish one level of Comino, the first (start) and last (end) brick have to be connected in this way. Comino is played on a rear-projection table with a special surface that allows to simultaneously localize multiple digital pens. Using these pens, the players can position virtual domino bricks on the projected map. The terrain limits the area where domino bricks can be placed. If it is not possible to connect the start and end bricks only using virtual stones, real domino bricks can be used. Especially constructed “portals” allow to connect the virtual world with the real world. Using these portals, the real bricks can be knocked over by the virtual ones and vice versa. During the evaluation of the heuristics presented in section 4.5, Comino was always played by two specialists. PenWars PenWars [16] is a real-time strategy tabletop game which utilizes a digital pen interface (see figure 4.2). Using this interface, players can draw tanks in order to compete against the opponent’s units. The only resource available CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 35 Figure 4.2: Playing PenWars. The tanks can be moved through peninteraction. Picture courtesy of Adam Gokcezade. to the players is a certain amount of digital ink for each participant, which effects the number of units that can be created and their attributes. The tank’s properties are represented in its size and shape. A large tank for example is stronger than a smaller one, but at the same time slower and less flexible in its movements. To win the game the player has to carefully consider the properties of the opponents’ units, in connection with the map on which the game is played, when creating his own tank units. PenWars was evaluated by two players throughout the entire evaluation process. Neon Racer Neon Racer [28] is an augmented reality tabletop game that combines virtual and physical aspects in one interface (see figure 4.3). The game is based on traditional racing games. Each of the one to four players holds a game-pad for the navigation of the player’s small starship which is supposed to race along a given course. The ships have to pass virtual checkpoints to obtain points. Furthermore the ships can pick up objects to improve their skills such as sheep-mines, health bonuses, speed arrows or ammunition. Additionally real objects (such as cans or fruits) can be placed onto the table surface to be included in the game as obstacles. When the ships collide with the physical objects, their course changes and they lose health points. Hence, also bystanders can influence the outcome of the game by randomly positioning objects on the table and by taking sides. The game is limited to five minutes per game and the winner is the player who has achieved the highest score by passing the checkpoints. The real objects are tracked by a camera that is mounted on the bottom of the rear projection setup. During the evaluation, Neon Racer was always CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 36 Figure 4.3: The Neon Racer Setup combines physical and virtual interaction. Picture taken from http://neonracer.net. played by three players at the same time. Casa Memo Casa Memo is a memory game created by ABC-Ware2 (see figure 4.4). Originally the game was created as computer game, but for the evaluation of the heuristics this game was played on the DiamondTouch table. The game can be played by one to four persons. The main goal is to find the most pairs of cards as fast as possible by flipping over hidden cards with a mouse click. The graphics can be changed according to the players’ preferences. Other customizations can be made by entering the time the graphics should be displayed, whether matching pairs should be removed from the field or not or adjusting the difficulty level. For the evaluation of the heuristics the game was played by two players in multi-player mode. MaeD MaeD (figure 4.5) is a digitalized version of the common known game “Ludo” and was developed by Uwe Härtel3 . MaeD can be played by two to four players or as a single player game against the computer. During the evaluation of the heuristics, MaeD was played on the DiamondTouch system by two players. Through the projection onto a tabletop 2 3 http://www.abc-ware.de/casamemo.htm, copy on DVD http://www.uwisoft.net/, copy on DVD CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 37 Figure 4.4: A picture of Casa Memo, a memory game. Figure 4.5: MaeD, a digital version of Ludo. surface the computer game was converted into a tabletop game. Furthermore this game offered the opportunity to investigate the suitability of such games for tabletop interaction. MaeD was only evaluated by the first three evaluators and was taken out of the evaluation program due to time constraints. Springer Springer is a freeware game based on the rules of chess, where the knight is the main counter. The goal of the game is to develop a good strategy in collecting points without losing them and without getting stuck. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 38 Figure 4.6: A picture taken from Springer on the DiamondTouch table. Springer was also developed by Uwe Härtel4 . This rather simple game was included and removed from the evaluation program for the same reasons as MaeD (cf. section 4.2.1). 4.2.2 Evaluation Environment The formal evaluation of the third set of heuristics (section 4.5) took place at the Office of Tomorrow laboratory5 at the Upper Austria University of Applied Sciences Hagenberg. Two different setups were used to play the six games presented in section 4.2.1, a front-projection setup (see figure 4.7) and a rear-projection setup (see figure 4.8). The participants were asked to evaluate Comino, PenWars and Neon Racer on the rear-projection setup and Casa Memo, MaeD and Springer on the front-projection setup. 4.2.3 Evaluators A total of twelve evaluators were involved in the evaluation of the heuristics. As already mentioned in section 3.2 three to five evaluators are sufficient for a heuristic evaluation [42]. Since this evaluation was conducted in order to investigate the applicability of the introduced heuristics, twelve evaluators deemed to be appropriate. The volunteers were students and employees from the local university. Two evaluators had no knowledge in the field of usability, five evaluators had basic to medium knowledge of usability and four could be considered as usability experts. Five evaluators regularly play computer games, five 4 5 http://www.uwisoft.net/, copy on DVD http://www.officeoftomorrow.org/, copy on DVD CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS Figure 4.7: The front-projection setup employed in the evaluation. As described in section 2.3.1 the setup consists of a projector, the DiaomondTouch table, a camera mounted next to the projector and a workstation computer. Picture taken from [56], courtesy of Thomas Seifried. Figure 4.8: The rear-projection setup during the heuristic evaluation. As already mentioned in section 2.3.1 all technical facilities are placed inside of the construction. 39 CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 40 Participant's expertise 7 6 6 5 5 5 5 4 4 4 3 3 2 2 2 1 0 usability gaming no knowledge basic knowledge tabletop games expert Figure 4.9: The experience of the volunteers participating in the heuristic evaluation. Altogether four usability experts, five gamers and two experts in the field of tabletop gaming participated in the evaluation. have basic knowledge of gaming and two do not play computer games at all. Furthermore six participants had no experience with tabletop games, four had basic knowledge in this field and two evaluators could be considered experts in tabletop gaming. The chart in figure 4.9 shows these numbers. Taking all the different aspects into consideration, it can be said that two double-experts (tabletop gaming and usability) and three medium experienced volunteers (usability and gaming) participated in the evaluation. The evaluators were aged between 22 years and 41 years, with an average of 28 years. To eleven out of the twelve evaluators German was their first or second native language with good English knowledge. One evaluators’ mother tongue was English. For ten participants the evaluation session was held in German, nevertheless providing the evaluators with the written heuristics in English. One evaluation session was held in English. Since all games offered multi-player functionality, the evaluators were arranged in groups of two. Considering that tabletop games are supposed to enhance collaboration and communication it seemed to be best to evaluate the games in teams so that also these aspects could be observed. In the case that no team could be found (e.g. due to problems scheduling the appointments), a non-involved student was asked to perform the evaluation with the evaluator. Furthermore it was sought to arrange the teams in a way that at least one member was experienced in usability. Additionally the players also had the possibility to discuss the evaluation process afterwards which again revealed interesting issues. 4.2.4 Evaluation Process Depending on the number of games evaluated (four to six), the time the evaluators spent playing the games and the duration of the feedback session, CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 41 Figure 4.10: The researcher explains the rules of Comino to two evaluators. the evaluation took between two to four hours. At the beginning of every evaluation session the teams of participants were quickly introduced to the topic of the evaluation and were asked to sign a consent form. Next, the heuristics were presented and extensively explained to the volunteers (including examples). Each participant obtained a sheet of paper which showed the eleven heuristics with the core statement. Additionally the verbal introduction into the area helped them understand the heuristics better. The sequence of the games to be evaluated was counterbalanced so that learning effects or other influences would not affect the overall results. Each game was introduced separately to the players and any initial questions were answered (see figure 4.10). When the main rules and game play were clear, the players were asked to familiarize themselves with the game by playing it once. Afterwards the players had to examine the game a second time and verbalize usability problems. If the participants felt that playing the game two times was not enough, they had the possibility to replay the game up to six times. When the volunteers were finished playing, they could take some refreshments from the buffet and were asked to categorize the usability problems they found into the given heuristics. During this task they had the possibility to examine the game and to add further problems to the list. At the end, they were invited to have a look at the heuristics to find potential other problems that they might have overlooked before. Each game was evaluated according to the procedure above. The sessions were videotaped and pictures were taken of the players while performing the evaluation. The permission to record the sessions was given by the participants’ signature in the consent form. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 4.3 42 First Set of Heuristics The first set of heuristics was developed according to existing research trials. The following list gives a short overview of the first heuristics, their content and their the sources the information has been taken from: • Target Group: The game should be suited for the target group, which mostly ranges between five and 40 years of age. The applications for the target groups range from learning games to pure entertainment games. [30, 47, 62] • Game Environment: The game should be suited for the environment it is played in. There are different types of game environments for tabletop games such as schools, halls and living rooms. Furthermore the environment can also influence the acoustic feedback (not perceivable because of the loud atmosphere). [31, 61, 62] • Table Design and Setup: The design of the table and its setup is very important, especially for ergonomic and usability reasons. Heightadjustable tables are recommended when working with children. Furthermore it might be more comfortable for longer game sessions if the players are able to sit in front of the table. [30, 55, 62] • Complexity of the Interaction Method: Since four out of the six tabletop categories introduced in section 2.3.3 do not mainly rely on traditional input devices such as keyboard, mouse or game-pad, the interaction method is very important. When playing tangible games, the interaction happens mostly through real-world objects (see also section 2.3.2). Therefore it is essential that the interaction style is very natural and easy. [2, 23, 30, 31, 34, 47, 55, 61–63] • Direct Interaction between Players vs. Single Player: Tabletop games reportedly increase collaboration and communication between players. Therefore multi-player games are favorable. Nevertheless it is also interesting to investigate the possibility of single-player games and their impact on the experience of enjoyment/flow. [30, 55, 61, 63] • Screen/Display Orientation: Generally it is suggested that tabletop games are always oriented towards the current player in order to even the chances and the difficulty for all players. Several existing games already implement this feature. Nevertheless it is questionable if it is really necessary and if the participants significantly notice the difference. [31, 55, 62] • Importance of Flow and Fun/Enjoyment: Games should generally be fun and enjoyable to play and so should tabletop games. The difficulty is finding out how to measure fun and enjoyment and to investigate the impact of flow on such games. There are several papers treating the topic of flow—also in the gaming area. [6, 19, 24, 30, 43] CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 43 • Projection: There is no precise rule which kind of display system should be used for projection. Generally back and front projection as well as embedded displays are frequently used. So far it has not been investigated which kind of projection is preferable. [30, 63] • Communication Channels/User Collaboration: Tabletop games increase collaboration and communication between players. This is a result of the special way of interaction originating in the nature of tabletop games and tabletop interaction in general. Compared to normal computer games it is more natural to talk and discuss different aspects of the game than to sit in front of a screen without seeing the faces of the other gamers. [2, 23, 30, 34, 47, 61, 62] • User Testing: Some evaluations that have been conducted in this area suggest employing iterative user testing. Therefore a product should be frequently tested by participants during the development process. [47, 62] • Feedback: The impact of feedback must not be underestimated. Users prefer to hear or see a direct result of what they have just done. [2,30, 47, 61] • Game Genres: So far it has not been investigated which kind of genres can be played with tabletop games, therefore no literature references are given. There might be some genres that are more suitable for tabletop interaction than others. Furthermore this could also lead to collaboration between the player and the spectators even during a single player session. The first draft of the heuristics presented above could be described as important aspects in the development of games rather than as heuristics. After consulting a specialist in the area of usability and further literature research, it was clear that severe changes had to be made. The following enumeration indicates the reasons for the reformulation of the first set of heuristics: 1. The majority of statements were not formulated as proper heuristics. 2. More general information than facts is included (e.g target group). 3. Some heuristics are not explicitly designed just for tabletop interfaces (e.g. target group). 4. The statements are not affordances of the user to the system (e.g. table design). 5. Some facts do not have any impact on the development of tabletop games (e.g. user testing). 6. The goal of a game has been stated instead of a proper heuristic (e.g. flow). CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 44 7. The descriptions only include an overview of the state of the art and not a possible solution (e.g. projection). 8. The evaluation process itself which actually includes the heuristic evaluation, has been considered as a heuristic (e.g. user testing). 9. Untested theories have been included (e.g. game genres). As a result, the phrasing of the heuristics has been improved and the problems discovered (as shown above) have been considered in the consecutive version of the heuristics. 4.4 Second Set of Heuristics In the second version of the heuristics, the problems found as described in section 4.3 have been considered. The heuristics have been rephrased in order to be more appropriate and understandable. Furthermore the categories have been slightly changed and additional information has been added. The following list shows the improved heuristics. Additionally a short explanation and review are provided. • Keep your Target Group in Mind: When designing and testing tabletop games, the target group should always be kept in mind. This is essential not only for usability issues but also for economic reasons. For the usability part the target group matters because if a game is too mature, it might not be fun for children to play and vice versa. This information describes a process regulation rather than a heuristic. Furthermore the differentiation between children and adults is very shallow. • Consider the Game Environment: The game environment has a considerable impact on the success of the game. Moreover it is the core issue for the entire tabletop design process; everything should be aligned to the surroundings. All factors should form a symbiosis with the game environment. The statement above is not a heuristic, because it is not an affordance of the player to the system (rather an affordance of the environment to the game). • Table Setup and Design: When designing a tabletop system, the interdependent key factors dimensions and comfort should always be considered. They depend on the environment as well as on the reach, the physical capabilities of the target group and the game play. The information provided is very important, but phrased too generally. More attention needs to be drawn to special areas—separate heuristics CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 45 should be formed. Heuristics should not include exceptions for special conditions. • Complexity of Interaction: The complexity of the game should be adapted according to the situation and the environment the game is played in. This also applies to the nature of the interaction. The statement is too generally formulated. Moreover two separate heuristics concerning the interaction and the level of automation can be phrased. • Projection: The projection system employed depends on various variables such as game play, environment, interaction method and the application area of the game. It should be set up so that it does not disturb the game play at any time. The information provided is no affordance of the player to the system. Furthermore these aspects can be found in the heuristics concerning comfort, reach and examinability. • Communication Channels/User Collaboration: The communication and collaboration are enhanced because of the nature of tabletop games and tabletop interaction in general. The technology is not supposed to interfere with the communication/collaboration, moreover it should support it in a decent way. As with traditional board games, tabletop games are socially adaptable and therefore guidelines for board games can also be applied to this new type of game [47]. This heuristic describes an important aspect of augmented tabletop games. • Feedback: Feedback helps the user to understand what she hast just done and reassures her that she has done what she has intended to do. Feedback can be purely visual or acoustic, but most of the time it is applied in a combined form [2]. Nevertheless the feedback has to be obtained at the right moment. Feedback timed badly and in the wrong amount can confuse the players. The feedback given is an essential aspect of games in general. • View: The view can be understood as the perspective from which the player is looking onto the scene. Third-person, isometric and top view appear to be most natural and intuitive for tabletop games. This is a more descriptive statement than a formal heuristic. Furthermore proof through specific evaluations is needed since there is no literature available. • Game Genres: Since there has not been a formal evaluation of possible game genres for augmented tabletop games, is suggested to comply with the game genres that have already been tested (e.g. racer, puzzle, strategy, etc.). CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 46 It is hard to formulate a heuristic that is connected to the game genres, especially since no universal definition of game genres is available. Further research is needed in order to formulate a heuristic concerning the game genres. After the second set of heuristics has been developed, it has been formally proven against available literature on heuristic evaluations (such as [42]). Furthermore also feedback from usability experts and experts in the development of tabletop games has been taken into consideration. The review sections in the enumeration above provide a summary of the comments obtained. The heuristics have been modified according to them. Moreover the following third set of heuristics has been developed based on the suggestions. 4.5 Third Set of Heuristics The third set of heuristics was tested through the heuristic evaluation, as described in section 4.2.4. At the end of this chapter the results of the evaluation are presented. Since the final heuristics are based on results of the formal evaluation of the heuristics presented below, the concept of these heuristics has been adopted to them. The following enumeration indicates only the third set of heuristics with the core statements. A more extensive description of the heuristics can be found in chapter 5, which presents the final heuristics. A critical review of the heuristics and an overview of the changes made is given in section 4.6. 1. Cognitive Workload: The cognitive workload which is not connected to the game play, i.e. in connection with the view, the screen orientation and the input methods should be minimized. 2. Challenge: The system should be designed in a way that the challenge satisfies the preconditions of a tabletop setup and the target group. 3. Reach: The reach of the players should be adapted to the requirements of the game play. 4. Examinability: The players should not be hindered to examine the area necessary by the game play. 5. Adaptability: The system should be adaptable to the players in terms of the setup. 6. Interaction: The interaction method should satisfy the expectations of the player and follow the game logic. 7. Level of Automation: The player should be able to execute all actions relevant to the game by herself. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 47 8. Collaboration: The technology should support the collaboration in a decent way. 9. Communication: The interpersonal communication should be supported by the entirety of the game (game play, setup, etc.). 10. Feedback: Feedback and feedthrough should be adapted to the possibilities of tabletop games, used adequately and be provided to the players when appropriate. 11. Comfort: The design and setup should be comfortable to use and not require the player to take an awkward position. The construction of the setup (including the display) should enable the user to stand/sit in a comfortable position. 4.6 Results of the Heuristic Evaluation The heuristic evaluation of the third set of heuristics helped to discover whether they are usable and clearly formulated or not. The results and the feedback of this evaluation influenced the formulation of the final set of heuristics (see chapter 5). During the heuristic evaluation of Comino, PenWars, Neon Racer and Memory, the evaluators discovered a total of 299 usability issues. For a brief introduction into usability and a brief description of usability problems refer to section 3.1. The following statements present an excerpt of usability problems found by the evaluators: • There is no feedback if the ink is used up (feedback, PenWars). Figure 4.11: In PenWars the selection of tanks can be difficult because the object has to be encircled in a particular way. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 48 • It is not possible to select multiple tanks (interaction, PenWars). • It is difficult to select objects (interaction, PenWars, see figure 4.11). • Children are too small to reach over the table (reach, PenWars). • The table is too high for children. They would knock over real stones (adaptability, Comino). • The cables used are disturbing (the visibility) and contradict modern technologies (examinability, Comino, see figure 4.12c). • One input panel is not enough (reach, Comino). • The control is not intuitive and hard to learn (cognitive workload, Neon Racer, see figure 4.12a). (a) (b) (c) (d) Figure 4.12: (a) One player is trying to get familiar with the complicated and unusually mapped controls of Neon Racer. (b) Two evaluators sharing one input panel while playing Comino. The sharing of the device led to problems and delays, but nevertheless also encouraged the communication between the players. (c) The cables needed for the Comino interface can occlude necessary information. (d) An evaluator is trying to reach over the DiamondTouch table while examining Casa Memo. CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 49 • The cords of the controllers are too short and the player is not free to move around (comfort, Neon Racer). • It is not possible to reach over the table (reach, Casa Memo, see figure 4.12d). Figure 4.13 indicates the distribution of the usability problems found throughout the four games mentioned above. After similar problems were classified, 138 usability problems were left. For example, the issue concerning the input panel (see figure 4.12b) for Comino was mentioned several times by different evaluators and hence has been combined into one usability problem. The distribution of the categorized problems per game can be seen in figure 4.14. Especially during the evaluation of Comino and PenWars many similar problems were named, which led to a reduction of over 50 % of the usability problems found. Uncategorized usability issues found per game 120 97 100 81 80 73 60 48 40 20 0 Casa Memo Comino Neon Racer PenWars Figure 4.13: The usability problems found per game. During the evaluation process the most usability problems were found through the evaluation of PenWars and Comino. As mentioned in chapter 3.2 the quality of heuristics can be distinguished by the ease of assigning problems to them. The heuristic evaluation of the set of heuristics introduced in section 4.5 has shown that a total of 74 out of 299 heuristics have been assigned incorrectly. Figure 4.15 indicates the number of usability problems assigned to each of the eleven heuristics. In figure 4.16 the distribution of the erroneously assigned heuristics is shown for all heuristics. This may lead to the conclusion that the heuristics concerning comfort and interaction are formulated ambiguously and therefore cause the major problems. This might not be correct, since there is no relation between how many usability issues have been rightly and wrongly assigned to this heuristic. Therefore figure 4.17 indicates the percentage of erroneously assigned heuristics per heuristic. All together, a 25 % failure rate can be CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 50 Categorized usability issues found per game 50 44 45 43 40 35 28 30 23 25 20 15 10 5 0 Casa Memo Comino Neon Racer PenWars Figure 4.14: The number of categorized issues per game after combining similar usability problems. Comparing this figure with figure 4.13 it shows that the classification helped to minimize the problems found for more than 50 % in the case of Comino and PenWars. Usability issues found per heuristic 70 64 62 60 50 40 30 20 10 27 33 32 23 18 16 12 7 5 0 Figure 4.15: The number of usability issues found per heuristic. The most frequently used heuristics were the ones concerning interaction, feedback and comfort. determined, which means that 25 % of all usability problems found have been assigned to the wrong heuristic. Especially the heuristics concerning comfort, collaboration, challenge, communication, examinability and interaction seem to be problematic and need further refinement. Some of the problems can be traced back to the little amount of time the participants had to become familiar with the heuristics (it is hard to memorize eleven facts in only 15 to 20 minutes) and their limited expertise in conducting heuristic evaluations. Another reason for the misunderstandings could be the written heuristics, provided only in English, which might have CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 51 Incorrectly assigned heuristics per heuristics 20 18 16 14 12 10 8 6 4 2 0 18 16 12 8 6 5 1 2 1 3 2 Figure 4.16: The number of wrongly assigned usability problems found per heuristic. Especially the heuristics concerning comfort, interaction and challenge have frequently been assigned incorrectly. Percentage of wrongly assigned heuristics 60 55 50 43 38 40 30 28 25 22 17 20 10 4 40 13 6 0 Figure 4.17: The percentage of erroneously assigned usability problems indicated per heuristic. The heuristic concerning the comfort was used incorrectly in 55 % of cases. lead to difficulties in translating them to German. Further and deeper examination of the results and feedback obtained from the evaluators have shown that particularly the heuristic connected to comfort was defined too broadly and not clearly enough. Comfort has often been mistaken for adaptability (and vice versa) and interaction. Furthermore the evaluators found it hard to distinguish between problems connected to collaboration and communication. For example, during the evaluation of Neon Racer and PenWars the evaluators stated, that the game did not encourage communication and collaboration between the play- CHAPTER 4. EVOLUTION OF THE SUGGESTED HEURISTICS 52 ers. They obviously categorized both issues as one. Hence it seemed to be more appropriate to combine them in the final version of the heuristics (see section 5.8). The evaluators frequently categorized problems with cognitive workload, reach and feedback as interaction issues. For example, while playing Casa Memo, some evaluators categorized the problem of reaching over the table as an interaction issue. On the other hand, also interaction and challenge problems have been categorized as cognitive workload. Especially issues connected to the difficulty of the game itself have been assigned to troubles connected to the cognitive workload. Furthermore interaction and cognitive workload have been mistaken as challenge. In particular problems with the controls, which are not connected to the game play, such as the navigation task in Neon Racer, have been categorized as challenge-related issues. Hence the heuristics concerning comfort, interaction, cognitive workload, challenge, collaboration, communication, adaptability and examinability had to be refined. The heuristics concerning reach, level of automation and feedback seemed well differentiated and were not supposed to undergo drastic changes. Through the heuristic evaluation the heuristics introduced in section 4.5 (third set of heuristics) have proven to be applicable and helpful for the evaluation of augmented tabletop games. Nevertheless, some grave ambiguities in the formulation of the heuristics have been discovered. Therefore the here presented results form the basis for the changes made to the third set of heuristics (see section 4.5). The resulting final heuristics (see chapter 5) are assumed to be formulated clearly. Moreover, together with the heuristics for the evaluation of game play/game story and the virtual interface (see section 4.1.1) they are supposed to form a valuable resource for the evaluation of tabletop games, which can be integrated into the development and evaluation process. Chapter 5 Final Heuristics The subsequent sections include the last iteration (currently) of heuristics for the evaluation of augmented tabletop games suggested by the author of this thesis. Together with the heuristics for game play/game story and virtual environment, introduced in section 4.1.1, the heuristics for the special conditions of tabletop games form an effective tool for the evaluation of all aspects tabletop games provide (see figure 4.1). The heuristics presented in the following are the result of a formal heuristic evaluation conducted on the previous version of heuristics (see section 4.5) which proved applicable for the heuristic evaluation of tabletop games. In section 4.6 a critical review of the third set of heuristics, on which the final heuristics are based, is described. The ambiguities discovered by the evaluation process have been clarified and the heuristics have been improved. Nevertheless further improvements can be made to enhance the quality of the heuristics and testing of the entire framework is recommended. Therefore the heuristics as well as the framework do not claim to be exhausting and can be understood as a guide for the heuristic evaluation of tabletop games. The tendency for misinterpreting certain heuristics was discovered during the heuristic evaluation. In order to clarify these misunderstandings, subcategories of the heuristics are introduced. The categories are meant to support the heuristics and clarify potential obscurities. The ten heuristics, as described in the following sections, are still valid and can be applied without the subsections. Nevertheless the heuristic evaluation has shown that some kind of differentiation might aid the evaluators, especially when they are not completely familiar with the heuristics and their meaning. For a better overview of the suggested heuristics, the following enumeration will provide the ten heuristics with their subcategories. 1. Cognitive Workload: The cognitive workload which is not connected to the game play (i.e. in connection with the acquisition of skills, the 53 CHAPTER 5. FINAL HEURISTICS 54 view, the screen orientation and the input methods), should be minimized. • Acquisition of Skills: The learning curve should meet the possibilities of augmented tabletop games. • Display-related Exhaustion: Exhaustion, caused by factors connected to the display (e.g. perspective, orientation) should be minimized. • Input Devices: The cognitive workload in connection to the use of input devices should be minimized. 2. Challenge: The system should be designed in a way that the challenge satisfies the preconditions of a tabletop setup and the target group. • Difficulty: The difficulty should meet the skills of the target group and should satisfy and be defined by the input devices. • Competition/Collaboration: The game should be designed in a way that the competition/collaboration between the players help forming the challenge of the game. 3. Reach: The reach of the players should be adapted to the requirements of the game play. 4. Examinability: The players should not be hindered to examine the area required by the game play. • Virtual Examinability: The displayed interface should enable the player to examine and comprehend the provided information. • Real Examinability: The player should not be hindered by real objects to examine the information necessary to interact with the game. 5. Adaptability: The system should be adaptable to the player in terms of the setup. • Adaptability to the Player: The system should be adaptable to the needs of the player. • Adaptability to Different Target Groups: The system should be adaptable to different target groups. • Adaptability to Other Systems: It should be possible for the tabletop game to be played on other setups. 6. Interaction: The interaction method should satisfy the expectations of the player and follow the game logic. • Industry Standards: If available, industry standards should be met. CHAPTER 5. FINAL HEURISTICS 55 • Controls: The controls should meet the player’s expectations and be intuitive, consistent and naturally mapped. • Orthogonal Unit Differentiation: The design of the objects employed should ease the comprehension of their usage. • Proportions: The proportions employed in the game should be realistic and conform to the game play. 7. Level of Automation: The player should be able to execute all actions relevant to the game by herself. 8. Collaboration and Communication: The interpersonal communication and collaboration should be supported by the entirety of the game (such as game play and setup). • Collaboration: The entirety of the tabletop system should support the collaboration between the players. • Communication: The communication between the players should be supported by the entirety of the tabletop system. 9. Feedback: Feedback and feedthrough should be adapted to the possibilities of tabletop games, used adequately and be provided to the players when appropriate. • Feedback: Adequate feedback should be given at the right time. • Feedthrough: When required, feedthrough should be provided to other players. • Environment: Feedback and feedthrough should be adjusted to the environment. 10. Comfort of the Physical Setup: The construction of the setup (including the display) should be comfortable to use and not require the player to take an awkward position. • Duration: The comfort of the physical setup should be given through the entire duration of the game. • Position: During the game, the player should be able to take a comfortable position. Further explanation for each of the ten heuristics and their subcategories can be found in the subsequent sections. 5.1 Cognitive Workload The cognitive workload which is not connected to the game play (i.e. in connection with the acquisition of skills, the view, the screen orientation and the input methods), should be minimized. CHAPTER 5. FINAL HEURISTICS 5.1.1 56 Categorization The cognitive workload can further be categorized into: • Acquisition of Skills: The learning curve should meet the possibilities of augmented tabletop games. • Display-related Exhaustion: Exhaustion, caused by factors connected to the display (e.g. perspective, orientation) should be minimized. • Input Devices: The cognitive workload in connection to the use of input devices should be minimized. 5.1.2 Explanation The player’s cognitive workload should be adapted to the game play so that the player is not overburdened in a way that the challenge of the game is negatively influenced. As already stated in section 4.1.1, heuristic number 15, it is an important goal to keep the learning curve short [14]. Therefore it is important that the player finds the skills easy and fun to acquire [11]. Depending on the game play, the kind of game and the interface, the acquisition of skills can be very easy, taking only a few minutes, or quite extensive. Nevertheless an appropriate aid such as help files or tutorials should be offered to the player [11]. For example, when games are supposed to be set up in a gamehall environment, the interface should be easy and understandable without the need of a manual or a supervisor. Generally these installations are of short duration. Van de Mortel et al. [62] claim that the fun-factor of those temporary installations comes from the ease of understanding and the shorttime involvement of the participants. By contrast, games that are planned to be played in more private surroundings and for an extensive period of time (e.g. role-playing games), need to be more difficult to be a challenge to the players, even after hours of gaming. In this case the game play will need some sort of introduction by a supervisor, narrator or a manual [54]. Since vision is still the primary sense when interacting with an augmented tabletop game, the display is very important. Hence, overexertion caused by display-connected issues can cause serious discomfort. Concerning the perspectives, the most employed ones are top (see figure 5.1), thirdperson and isometric view. These perspectives seem to be very natural and intuitive for humans. The cognitive workload is not as hard when somebody looks down onto an isometric display than onto a first-person view. Therefore the first-person view (e.g. in shooter games) is more natural when sitting in front of a monitor. This is supposed to minimize the cognitive workload created by aspects not related to game play. CHAPTER 5. FINAL HEURISTICS 57 Figure 5.1: Two players playing PenWars, a game designed using top view. The picture is taken from above to demonstrate the player’s impression of the game. The orientation of the tabletop surface can be stated as another example for additional cognitive workload [22]. In [30, 31] Magerkurth et al. recommend the orientation of the displayed board towards the current player. This is supposed to even the chances as well as the difficulty. Nevertheless inadequate rotation can cause confusion for the players to follow the game. For example, if the well-known board game The Settlers of Catan was always rotated toward the active player, the rotation would be confusing rather than helpful. Additionally, the quality of the display is influenced by the resolution of the projected image. Furthermore complicated input devices can also cause unnecessary cognitive overexertion. For example, when input devices are difficult to use the players will concentrate on their handling instead of concentrating on the game play. Therefore it is recommended to conform to available industry standards. Since augmented tabletop games can employ new devices, this might be difficult to accomplish, nevertheless familiar standards should preferably be kept. This heuristic only applies to issues directly related to the input device itself and not to potential problems concerning the interaction with the system (e.g. selection of objects). 5.2 Challenge The system should be designed in a way that the challenge satisfies the preconditions of a tabletop setup and the target group. CHAPTER 5. FINAL HEURISTICS 5.2.1 58 Categorization The heuristic concerning the challenge can further be categorized into: • Difficulty: The difficulty should meet the skills of the target group and should satisfy and be defined by the input devices. • Competition/Collaboration: The game should be designed in a way that the competition/collaboration between the players helps to form the challenge of the game. 5.2.2 Explanation The extended possibilities of tabletop setups should be used to design an appealing game play. Thus, the challenge should be defined by the tabletop setup. This also includes the challenge produced by input devices (see figure 5.2). Here the challenge should meet the possibilities provided by novice input devices as well as by generic input devices. Furthermore also the target group the game is designed for, influences the challenge of a game [36]. For example, children tend to have a faster reaction time, better vision and hearing than adults, therefore they also need more challenge in these areas whereas adults could be challenged in content-relevant matters. Figure 5.2: In Comino the challenge is created by the symbiosis of virtual and real elements employed in the game. The real domino stones are able to knock over the virtual ones and vice versa. Hence the players have to be very careful not to accidentally touch any stones. Tabletop games are not only influenced by pure physical and virtual aspects, they are also influenced by social factors [2, 31, 47, 63]. Therefore collaborative and competitive tasks can provide additional challenge for a game. One should not confuse the challenge with issues connected to the interaction (section 5.6). CHAPTER 5. FINAL HEURISTICS 5.3 59 Reach The reach of the players should be adapted to the requirements of the game play. 5.3.1 Explanation Not every game requires the players to reach over the entire table. Furthermore the reach should be adapted according to the requirements of the game play. In games such as Comino (section 4.2.1 and figure 5.3b) the players are collaborating table-wide and frequently changing their position around the table. Hence, they do not have a special private workspace. Other games such as chess, NeonRacer (section 4.2.1 and figure 5.3a) and PenWars (section 4.2.1 and figure 5.3c), where the players are positioned face-to-face, assign a certain private space to the players. (a) (b) (c) Figure 5.3: (a) The contrast between private workspace and public workspace when playing Neon Racer. The private workspace is represented by the interaction with the game controller. The use of the public workspace is demonstrated by the two players reaching for the same object. (b) The table-wide collaboration when playing Comino. In order to interact with the game, the players have to reach over the table and frequently change their positions. (c) The player’s private workspace demonstrated on PenWars. Each player has an operational area (the base) in front of them. For other purposes (e.g. attack of the enemy) they are able to reach further. CHAPTER 5. FINAL HEURISTICS 60 The players can operate within the private space (usually about half of the table when two players are involved) but also further in the common or public space. The reach can be expanded by adjusting the height of the table to the needs of the players (adaptability, section 5.5). Generally, a rule of thumb in designing tabletop applications states that every person involved should obtain her own private workspace and be able to reach the public space as well as the other parts of the table [52]. Since the game play might even require the opposite, this rule should be adapted to the requirements of the game play. The reach of a person is different depending on whether the person is sitting or standing. Toney et al. [60] have conducted a formal user study, investigating the difference of reach between people that are sitting and standing. Other meaningful information such as the average comfortable working height and the distance from the table have been gathered by them. Hence, even a person that is sitting should still be able to reach over the center of the table. Furthermore, when players are required to share input devices, every player should have access to the device. Should this condition not be given, more input devices (e.g. one for each player) are to be provided. Moreover the reach should also satisfy the target group. For example, the reach of children is less than the reach of adults and the reach of seniors tends to be less than the young adults. 5.4 Examinability The players should not be hindered to examine the area required by the game play. 5.4.1 Categorization The heuristic concerning the examinability can further be categorized into: • Virtual Examinability: The displayed interface should enable the player to examine and comprehend the provided information. • Real Examinability: The player should not be hindered by real objects to examine the information necessary to interact with the game. 5.4.2 Explanation The examinability is defined as the area of the tabletop surface that the player is able to examine visually according to the game play. The virtual examinability allows the player the comprehension of information provided by the displayed interface. This means that public information is displayed in a way that each player has the same opportunity to see CHAPTER 5. FINAL HEURISTICS 61 Figure 5.4: When playing Casa Memo, the player’s examinability was impaired by occlusions casted by their hands. it. Private information on the other hand should be displayed in a way that the player obtaining this information has the capability to freely examine it without other players seeing it (e.g. using additional displays or hand-held devices [30, 31]). Furthermore the perspective should be chosen so that the player can distinguish objects and read texts. During the heuristic evaluation several players complained that the sheep displayed in Neon Racer (see section 4.2.1) were too small to be perceived as sheep. Nevertheless the perspective aspect of the examinability should not be confused with the one of the cognitive workload. Real examinability can be understood as the player’s possibility to see the displayed objects on the table surface without physical objects hindering the perception. Shadows and occlusions might appear due to objects placed on the surface or players’ gestures or reaching over the table [64] (in case of front-projection, see figure 5.4). Additionally cables needed for input devices or other technical aids can also occlude objects and cast shadows. 5.5 Adaptability The system should be adaptable to the player in terms of the setup. 5.5.1 Categorization The adaptability of tabletop systems can further be subdivided into: • Adaptability to the Player: The system should be adaptable to the needs of the player. CHAPTER 5. FINAL HEURISTICS 62 • Adaptability to Different Target Groups: The system should be adaptable to different target groups. • Adaptability to Other Systems: It should be possible for the tabletop game to be played on other setups. 5.5.2 Explanation Tabletop systems should be able to meet the player’s needs. For example, players might need to take different seating positions during a game session. The setup should be adaptable to different positions of the player as well as her preferences. The system should be able to be used by all players represented by the target group. If a game is designed for children and adults, both of them should be able to use the setup without problems. For example, when working with children, the height of the table is important. Generally the table is too high for them and they have to stand up, lean on/over the table or even have to stand on the table in order to be able to interact properly [30]. This again might also disturb the tracking system (camera) or the touch-interface (e.g. when using the DiamondTouch table). When only children are playing, the tabletop could be lowered so that children can play at a table-height that is comfortable to them. Additionally the “game space” should be adjustable to the number of players. Furthermore the game should not necessarily be bound to one setup. In the future, different setups might be commercially available. Hence, a tabletop game that is “platform independent” will be needed. If it is required by the game play, the setup should be portable. 5.6 Interaction The interaction method should satisfy the expectations of the player and follow the game logic. 5.6.1 Categorization The interaction between the player and the game can be further subdivided into: • Industry Standards: If available, industry standards should be met. • Controls: The controls should meet the player’s expectations and be intuitive, consistent and naturally mapped. • Orthogonal Unit Differentiation: The design of the objects employed should ease the comprehension of their usage. CHAPTER 5. FINAL HEURISTICS 63 • Proportions: The proportions employed in the game should be realistic and conform to the game play. 5.6.2 Explanation Players do have some idea of the interface and controls they are going to use. Therefore these interfaces should conform to industry standards, if available, and be usable in a very natural, easy and understandable way [41]. Nevertheless the interaction should happen according to the game play. For example, the game logic might require the players to find out how to interact with a system (cf. Comino, 4.2.1). This also influences the level of enjoyment in a game, which again makes the input method very important for the entirety of the game. It is essential that the interaction style is very natural, intuitive and easy [23, 30, 47, 50, 55, 61–64]. Concerning the interaction between the player and the system, certain industry standards are available for traditional video games [11, 14, 50, 54]. Some of them can also be applied to tabletop games as well. For example, the possibility to save longer gaming sessions and continue them after a while [43] is of certain importance for more complicated tabletop games. Additionally it has to be taken care that unintentional actions such as pointing to something, resting an elbow on the surface or placing a physical object onto the surface that does not belong to the game play (e.g. a drinking glass) do not disturb or influence the game. For example, such a disturbance can happen, when placing an elbow on the DiamondTouch table (see figure 5.5. The controls employed should be intuitive, naturally mapped, consis- Figure 5.5: During the left player’s turn, his opponent (person on the right) accidentally rests his arm on the DiamondTouch table, which results in unintentional input. CHAPTER 5. FINAL HEURISTICS 64 Figure 5.6: The interface of Comino is perceived as very intuitive since the virtual domino bricks are behaving the same way as the real domino bricks. tent and meet the player’s expectations (see figure 5.6). It should be easy for novice players to become familiar with the controls. If allowed by the game play, the controls should be customizable by the player. Frequently used information should stand out and be easy to reach. Additionally it should be hard to activate the wrong control. These aspects have already been partially considered in video game heuristics, introduced by Schaffer [54], Federoff [14], Desurvire et al. [11] and Röcker et al. [50]. Taking the advanced possibilities of tabletop games into account, this heuristic gains special importance. The term orthogonal unit differentiation was coined by Harvey Smith1 . It means that units are distributed over orthogonal axes. Different objects have different capabilities and meanings. This principle can be applied to artificial intelligence as well as the game interface and the controls. Furthermore the objects should enable the user to easily understand its purpose, see figure 5.7. The proportions of the game elements as well as those of the real objects should be realistic and conform to the game play. For example, during the heuristic evaluation, the tanks in PenWars were perceived as too large. Generally they should be designed small enough that they can easily be identified [54] but not too large, so that ten tanks fill up the display and it is hard to move. The same applies to all elements of a game, such as the size of the game board. If the game board is too small, the players will soon reach the end and the game will be boring. When a game board is too big, the players might get frustrated, because they feel like they will never reach the other end. 1 http://www.gamasutra.com/features/gdcarchive/2003/Smith Harvey.ppt,copyonDVD CHAPTER 5. FINAL HEURISTICS 65 Figure 5.7: When playing Comino, the orthogonal unit differentiation allows to deduct the purpose of the different objects. 5.7 Level of Automation The player should be able to execute all actions relevant to the game by herself. 5.7.1 Explanation All actions that are perceived as boring and rather unimportant to the game should be performed by the computer. Nevertheless the actions that are essential to the game play should be accomplished by the player herself [30]. The computer is supposed to help the player without restricting her. In this case, the best examples are card games. The player feels comfortable when the computer takes over difficult tasks such as counting the score or shuffling the cards [23]. When talking about board games the task of rolling a die should be left to the player [30]. For example, when playing MaeD (section 4.2.1) during the heuristic evaluation, the participants claimed that the computer was cheating because they felt that the computer was rolling the die in its favor (see figure 5.8). Hence, those tasks should still remain to the player, since it gives them a sense of control. Additionally, it forces the social interaction between the players, by skillful rolling techniques and the possibility to cheat [29, 30]. Furthermore, Magerkurth et al. [30] also suggest that non-player characters should not be moved by the computer. By also providing flexible and not completely fixed sets of rules, the game could be slightly adapted to the players and the environment, leading to a richer gaming experience. Furthermore Koivisto et al. [21] recommend to exclude boring tasks by executing them automatically. The interaction should sufficiently be balanced between CHAPTER 5. FINAL HEURISTICS 66 Figure 5.8: When playing MaeD, the die could be rolled by clicking onto the according image. The computer then automatically generated a random number. The players had the impression that the computer was cheating by favoring its own figures. the real world and the virtual interface [30]. As mentioned in section 2.3.2, traditional input methods such as mice or keyboards are seldom used. Avoiding such input devices extends the number of possible alternative input devices and distinguishes tabletop games from traditional computer games [30], opening the possibility for more entertainment. This makes the input method very important for the entirety of the game. 5.8 Collaboration and Communication The interpersonal communication and collaboration should be supported by the entirety of the game (such as game play and setup). 5.8.1 Categorization The heuristics concerning collaboration and communication can further be categorized into: • Collaboration: The entirety of the tabletop system should support the collaboration between the players. • Communication: The communication between the players should be supported by the entirety of the tabletop system. CHAPTER 5. FINAL HEURISTICS 5.8.2 67 Explanation Tabletop interaction in general and hence also tabletop games increase the collaboration and communication between players. This concept has already been introduced in sections 2 and 4.3. When including an augmented table, new social situations are created. The technology is not supposed to interfere with the collaboration; moreover it should sufficiently support it, as depicted in figure 5.10. Therefore the game play should be designed to encourage collaboration or even competitiveness. The entirety of tabletop games (design, setup, game play) should aim on enhancing collaboration between the players. According to [61] good collaboration consists of “... • People sharing a common view. • Direct input methods that are aware of multiple people. • People’s ability to monitor how others directly access objects on the surface. • How people communicate to each other and interact atop the surface via gestures and verbal utterances. ...” One major part of collaboration on tabletop systems is so-called workspace awareness [17, 61]. Workspace awareness is the understanding of the other players’ intentions. This mostly depends on gestures, gaze and voice. Through one’s actions, the other players can deduct intentions and react accordingly. Concerning the communication, tabletop interaction is more natural for talking and discussing different aspects of the game (see figure 5.9) than sitting in front of a screen without seeing the faces of the other gamers in traditional video games [30, 34, 61]. Players have the impression of knowing their fellow players better when playing on a tabletop than playing a computer game. This also applies for complete strangers who are put together as a group. Nevertheless the success of the game also depends on the composition of the group that is playing. Therefore the entire system should support the communication between the players. For example, the setup should be built in a communicative way [30] and the game play should demand the players to talk with each other about different situations which might be either collaborative or competitive (see figure 5.11). According to Koivisto et al. [21] a game should give the players reasons to communicate and to express themselves. This especially applies to tabletop games. CHAPTER 5. FINAL HEURISTICS 68 Figure 5.9: Two players discussing the game. Figure 5.10: Comino encourages the close collaboration between the two players (player 1—green bricks, player 2—yellow bricks). 5.9 Feedback Feedback and feedthrough should be adapted to the possibilities of tabletop games, used adequately and be provided to the players when appropriate. 5.9.1 Categorization The heuristics about the feedback given to the players can be subdivided into: • Feedback: Adequate feedback should be given at the right time. CHAPTER 5. FINAL HEURISTICS 69 • Feedthrough: When required, feedthrough should be provided to other players. • Environment: Feedback and feedthrough should be adjusted to the environment. 5.9.2 Explanation As stated by Jakob Nielsen [41] feedback cannot be underestimated in any kind of software application (see also section 4.1.1, heuristic number 20). This also and especially applies to tabletop applications. Feedback is meant for the person executing the current action and helps her to understand what she has just done and reassures her that she has done what she has intended to do. Feedback can be purely visual, acoustic or haptic [43], but most of the time it is applied in a combined form [2,11,14,50]. For example, when clicking on a button, the display of the button changes and a distinct sound is played in the background to support the graphics and the input device vibrates slightly to confirm the action. Feedthrough [17,61] helps the other players to follow the current player’s actions when more people are playing (figure 5.12). Moreover messages that appear accompanied by a sound help to notify the players that something important has happened [47]. Too much feedback, especially graphical feedback, can confuse the players. Although the right amount of feedback at the right moment can be encouraging or even rewarding for the user [11, 14] (e.g. the player succeeds Figure 5.11: Two evaluators working side-by-side while playing Comino. In order to solve the tasks, the players have to discuss their strategy and be aware of what the co-player is doing. The discussions as well as the close collaboration create a familiar atmosphere. CHAPTER 5. FINAL HEURISTICS 70 Figure 5.12: By observing which tank is selected by the opponent it is possible to adjust one’s strategy accordingly. in a mission and receives a special icon for it). Each kind of feedback depends on the environment it is used in. When the noise level of the surroundings is elevated, the players are not able to hear the acoustic feedback/feedthrough and hence it is useless. This limits the interaction and therefore leads to less enjoyment. Furthermore the illumination of the environment can influence the quality of visual feedback/feedthrough. 5.10 Comfort of the Physical Setup The construction of the setup (including the display) should be comfortable to use and not require the player to take an awkward position. 5.10.1 Categorization The comfort of the physical setup can be further subdivided into: • Duration: The comfort of the physical setup should be given through the entire duration of the game. • Position: During the game, the player should be able to take a comfortable position. 5.10.2 Explanation The heuristic concerning the comfort is only connected to the comfort provided by the physical setup and not the usability of the interface. The comfort is measured by the impressions of the current player. It is only applied CHAPTER 5. FINAL HEURISTICS 71 Figure 5.13: During longer gaming sessions it is more comfortable for the players when they can sit. Here it is important that they are able to change their position without influencing the quality of the system. Nevertheless the seating position should suffice the affordances of the player as well as the preconditions of the system (e.g. adequate distance between the player and the table). to the present system without the possibility of changing it according to the player’s needs. If changes should be required, the possibility of those changes can be evaluated through the heuristic addressing the adaptability (see section 5.5). The dimensions of the tabletop setup are closely connected to its comfort [52]. The table should be designed according to the affordances of the environment. Therefore the table should be constructed in a way that the players can either conveniently stand or sit at the position designated by the game play. Furthermore also the shape of the table should be adapted to the audience. For example, young children prefer to stay closer to each other than adults when interacting on a table. Moreover they prefer to sit side-by-side, while adults prefer to sit on the opposite of each other [55]. Therefore the arrangement of the players around the table should be made according to the game play. The players should feel comfortable during the entire duration of the game. For longer game sessions it is comfortable, when the players are able to sit in front of the table (see figure 5.13). Therefore the players should be enabled to freely move their feet below the table. Bulky systems tend to force the users into awkward seating positions. According to Scott et al. [55] they do not even allow for natural interaction. Hence a closed setup such as used for the Neon Racer game (section 4.2.1) might not be the best choice. The display system is supposed to be chosen in a way that the players’ comfort is not influenced. For example, when using rear-projection systems, CHAPTER 5. FINAL HEURISTICS 72 the required minimum height and the bulky construction of the table might influence the players’ position [55]. As already described in section 2.3.1, back-projection needs a mirror to be applied at a certain distance from the projector and the table surface in order to be able to cover the entire surface. Hence, the table has to have a minimum height, which most of the time requires the players to sit in an awkward and uncomfortable position or even to stand upright [55]. Furthermore the bulky construction does not allow players to rest their feet under the table, which again leads to a rather uncomfortable and unusual seating position [55]. Additionally potential seating positions, such as a low sofa or a certain distance to the table can be perceived as uncomfortable (figure 5.13). Moreover some setups require the participant to hold a designated position during the game (e.g. when using the capacitive receivers for the DiamondTouch interface). Chapter 6 Conclusions and Future Work The subsequent sections provide a short summary of the present thesis as well as prospects for future work. 6.1 Summary This thesis introduces the issue of augmented tabletop games as well as their evaluation. Furthermore a method for a systematic categorization of the different kinds of currently available tabletop games is described. To cover all aspects provided by augmented tabletop games, a set of heuristics consisting of heuristics concerning the game play/game story, the virtual interface and the special preconditions of tabletop games has been developed. The heuristics applying to game play/game story as well as to the virtual interface have been collected through literature research of heuristics applicable to video games. Moreover the existing heuristics have been combined and partially reformulated for the employment for tabletop games. During the development of this project, four different sets of heuristics concerning the special conditions of augmented tabletop games have been developed. For a better understanding of the final version an overview of this evolution is provided in this thesis. The third set of heuristics has been tested through a formal heuristic evaluation. The results have proven them to be useful and applicable to the evaluation of tabletop games. Nevertheless heuristics are still considered to be an inexpensive evaluation method and do not cover all aspects of the games designed. Therefore different evaluation methods should be applied throughout the development cycle of a tabletop game. Since some obscurities have been discovered through the heuristic evaluation, the heuristics have been improved and subcategories have been added to the final outcome. The subcategories are supposed to offer additional help 73 CHAPTER 6. CONCLUSIONS AND FUTURE WORK 74 in case of ambiguities. 6.2 Future Work Because of the temporal constraints of this thesis it was not possible to test the final set of heuristics. Nevertheless, due to the success of the third set of heuristics, the improved final version is supposed to support the evaluation of tabletop games. For the future development of the presented heuristics, extensive testing of the final version of the heuristics would be recommended. In case that further evaluations of the heuristics proof them to be helpful, different kinds of tabletop applications can be included into the heuristics. For example, the inclusion of distributed games as well as Head-MountedDisplays (HMDs) would extend the possibilities of the presented heuristics. Appendix A DVD Contents File System: ISO9660 + Joliet Mode: Single-Session DVD A.1 Master Thesis Path: / da dm05013.dvi . . . . da dm05013.pdf . . . . da dm05013.ps . . . . . A.2 Forms Path: /forms/ consent.pdf . . . . . . . eval report.pdf . . . . . heuristics.pdf . . . . . . A.3 Literature Path: /literature/ nokia.pdf . . . . . . . . vidiot.pdf . . . . . . . . A.4 Videos Path: /videos/ Master thesis (DVI-file, without graphics) Master thesis (PDF-file) Master thesis (PostScript-file) Consent form Form to fill in the reported usability issues Short introduction to the eleven heuristics Mobile Game Playability Heuristics Don’t be a Vidiot 75 APPENDIX A. DVD CONTENTS session1.avi . session2.avi . session3.avi . session4.avi . session5.avi . session6.avi . summary.avi . . . . . . . . . . . . . . A.5 Websites Path: /websites/ . . . . . . . . . . . . . . . . . . . . . . . . . . . . Evaluation session 1 Evaluation session 2 Evaluation session 3 Evaluation session 4 Evaluation session 5 Evaluation session 6 Summary of the heuristic evaluations abc-ware.de.pdf . . . . Casa Memo blizzard.com.pdf . . . . Warcraft III bluebyte.net.pdf . . . . The Settlers II catan.com.pdf . . . . . The Settlers of Catan enemyterritory.com.pdf Enemy Territory europe.nokia.com1.pdf Nokia SU-1B europe.nokia.com2.pdf Nokia SU-27W games-workshop.com.pdf The Warhammer Series maxell.co.jp.pdf . . . . Maxell DP201 merl.com.pdf . . . . . . DiamondTouch table microsoft.com.pdf . . . Microsoft Surface nintendo-europe.com.pdf Nintendo wii officeoftomorrow.org.pdf Office of Tomorrow pagat.com.pdf . . . . . Uno Variations prometheanworld.com.pdf Promethean Activepen scrivo1 manual.pdf . . . Plawa scrivo.1 Smith Harvey.ppt . . . PowerPoint Presentation explaining orthogonal unit differentiation theinspiracy.com.pdf . . The 400 Project thesims2.co.uk.pdf . . . The Sims uk.playstation.com.pdf PlayStation 3 uwisoft.net.pdf . . . . . MaeD and Springer wow-europe.com.pdf . . World of Warcraft xbox.com.pdf . . . . . . Microsoft Xbox 360 76 Bibliography [1] R. Azuma. A survey of augmented reality. 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