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User Experience & User-Centered Design

Theory/principle

Long term behavior change

description/implementation Theory/principle

Short term behavior change

description/implementation

Central route (ELM) (high elaboration, rational,meta-reflective)

Medium to long term attitude, affective & cognitive change.

Peripheral route ELM) (low elaboration, affective, superficial, impulsive)

Short to medium term attitude & affective change

Conditional for effective gameplay: optimal entertainment experience Challenge, balancing complexity and

competence: Flow.

Rules, goals (concrete, achievable, rewarding)

Create game challenges that are not too complex, not too easy and gradually ascending in complexity. Render (meta) reflection

Challenge, balancing complexity and competence: Flow.

Rules, goals: concrete, achievable, rewarding

Create game challenges that are not too complex, not too easy and gradually ascending in

complexity.Stimulate flow

Fun (hard, serious)

Immersion: sensory, challenge based, imaginative

hard fun: actions: goals, obstacles, strategy.

Emotions: frustration, fiero, relief. Serious fun: actions: repetition, rhythm, collection; emotions: excitement, Zen focus,

Fun (easy, people)

Immersion: sensory, challenge based, imaginative

Easy fun: actions: exploration, fantasy, creativity. Emotions: curiosity, surprise, wonder, awe. People fun: actions: communication, cooperation,

competition; Persuasive principles

Narrative persuasion:

narrative transportation, narrative identification, narrative perspective

Persuasive technique conceived to stimulate (meta-) reflection

Narrative persuasion:

narrative transportation, narrative identification, narrative perspective

Persuasive technique conceived to avoid (meta-)reflection

Procedural rhetorics: arguments by goals & rules: stimulate (meta-) reflection

e.g. structurally allow bad behavior, suppress good

Persuasive technology: mechanics that stimulate tunneling, tailoring suggestion: self-monitoring: conditioning

Persuasive technology: mechanics that stimulate reduction, tunneling, suggestion, tailoring, conditioning

Tools of Influence Behavior is based on fixed action patterns

Reciprocity, commitment and consistency, scarcity, authority

Tools of Influence Behavior is based on fixed action patterns Social Proof, reciprocity, authority, liking

Behavior change theories Social Cognitive Theory Stimulate (meta-)cognitive processes, symbolization,

self-regulatory & self-reflective processes

Self-Determination Theory Stimulate intrinsic motivation (predicts initial and continued performance)

Self-Determination Theory Stimulate extrinsic motivation: relies on external rewards and punishments

Theory of reasoned action/planned behavior Inclination to behavior change depends on attitude towards new behavior & perception judgment of others, and on perceived control over behavior

Theory of reasoned action/planned behavior Stimulate the perception that new behavior is easy to perform.

Transtheoretical Model of behavior change Control and stimulate transition to next stage in behavior change process: stimulate user to think about (and reflect upon) making the move.

Protection motivation theory Control persons perception towards threat severity, and perception towards protective behavior (self-efficacy).

Phases

preproduction

and prototype

implementation and testing

Evaluation

Methods

focus groups

heuristic evaluation (including heuristics for playability)

interviews

play testing (including biometrical measurements)

informal play testing observation

questionnaires

(semi-structured) interviews

quantitative comparisons of gamers’ behaviors

questionnaires focusing on users’ attitudes & experiences

Health Games User Research Model

Research Group User Experience & User Centered Design

School of Communication, Media & IT | Hanze University of Applied Sciences | Zernikeplein 11 | 9747 AS Groningen

drs. Jef Folkerts (j.folkerts@pl.hanze.nl)

Jef Folkerts

Conventional Health (game)

Intervention Research:

Medical Randomized Controlled

Trials

Health care problem Traditional Intervention Control group Effects/Results Health care problem Alternative (game) Intervention Experimental group Effects/Results Compare results

Black Box

Alternative Health (game) Intervention Research

Medical Randomized Controlled Trials

Plus additional construct validation research:

to assess effectiveness and adequacy of the

mapping of motivational and behavior change

principles to game design principles

Health care problem traditional Intervention Control group Effects/Results Health care problem Alternative (game) Intervention Experimental group Effects/Results Compare results

Assess construct validity of health game intervention

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