Educational Video Game Ux Ui Designer
We are presenting our research about the importance of the User Interface (UI) and the User Experience (UX) and Gameplay experience (GX) on a video game. In order to find the effect of user in forms of UI, UX and GX on video games, a quick survey was done using Google Form for 60 participants and only 52 respondents which answer yes in question number 1, where 36 and 16 respondents are male and female respectively. The 52 respondents are spread into 4 range ages where 16, 24, 8 and 4 respondents are between ages 13-20, ages 21-30, ages 31-40 and age more than 41 respectively. The interesting thing is from 52 respondents 69.2%(36 respondents) are male and 46.2% (24 respondents) between age 21-30, 34.6% (18 respondents) have been playing Tekken games, 71.2% (37 respondents) have ever played tekken 7 console version. For 37 respondents (71.2% from 52 respondents) who ever played tekken 7 console version, 67.6% (25 respondents) very love with score 5 for the Tekken 7 main menu, 64.9% (24 respondents) are very love with score 5 for the Tekken 7 character game, 56.8% (21 respondents) are very love with score 5 for the Tekken 7 character customization, 62.2% (23 respondents) are very love with score 5 for the Tekken 7 gameplay UI. The survey shows that most of the player are male, range age between ages 21-30 and Tekken game version 7 is loved because having excellent UI, UX and GX.
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158
THE EFFECT OF UI,UX and GX ON VIDEO
GAMES
Dedy Prasetya Kristiadi
Computer Systems
STMIK Raharja
Tangerang, Indonesia
dedy.prasetya@raharja.info
Yogi Udjaja1 , Budiman
Supangat2 , Randy Yoga
Prameswara3
Computer Science Department,
School of Computer Science1
Information Systems Department,
School of Information Systems 2,3
Bina Nusantara University,
Jakarta, Indonesia 11480
yogi.udjaja@binus.ac.id 1,
budiman@binus.ac.id 2 ,
randy.prameswara@binus.ac.id 3
Harco Leslie Hendric Spits
Warnars1 , Yaya Heryadi2
Computer Science
Department, BINUS
Graduate Program – Doctor
of Computer Science
Bina Nusantara University
Jakarta, Indonesia 11480
spits.hendric@binus.ac.id1 ,
yayaheryadi@binus.edu2
Worapan Kusakunniran
Faculty of Information and
Communication Technology
Mahidol University
Nakhon Pathom, Thailand
worapan.kun@mahidol.ac.th
Abstract—We are presenting our research about the
importance of the User Interface (UI) and the User Experience
(UX) and Gameplay experience (GX) on a video game. In order
to find the effect of user in forms of UI, UX and GX on video
games, a quick survey was done using Google Form for 60
participants and only 52 respondents which answer yes in
question number 1, where 36 and 16 respondents are male and
female respectively. The 52 respondents are spread into 4 range
ages where 16, 24, 8 and 4 respondents are between ages 13-20,
ages 21-30, ages 31-40 and age more than 41 respectively. The
interesting thing is from 52 respondents 69.2%(36 respondents)
are male and 46.2% (24 respondents) between age 21-30, 34.6%
(18 respondents) have been playing Tekken games, 71.2% (37
respondents) have ever played tekken 7 console version. For 37
respondents (71.2% from 52 respondents) who ever played
tekken 7 console version, 67.6% (25 respondents) very love with
score 5 for the Tekken 7 main menu, 64.9% (24 respondents) are
very love with score 5 for the Tekken 7 character game, 56.8%
(21 respondents) are very love with score 5 for the Tekken 7
character customization, 62.2% (23 respondents) are very love
with score 5 for the Tekken 7 gameplay UI. The survey shows
that most of the player are male, range age between ages 21-30
and Tekken game version 7 is loved because having excellent UI,
UX and GX.
Keywords— User Experience, User Interface, Gameplay
Experience, Video Games
I. INTRODUCTION
Over the past decades, an increasing amount of research
interest has been directed toward the emotional and affective
aspects of user experience (UX) and user interface (UI) that
digital games provide [1]. Nowadays video games already at
the pinnacle of human dreams, combining with new technology
discovery, there's always new innovation for video games.
With the combination of communication of the new
technologies, playing video games will be more enjoyable, and
time wasting, in which today players can access games from
their smartphone, tablet, and laptop [2].
However, the gaming industries began to adopt the formal
technique of human-computer interaction (HCI), especially for
UX, to evaluate their products [21]. In the serious field of
gaming, further expansion is required to include serious aspects
(advanced goals such as specific knowledge training) [3]. For
example, in the field of game-based learning, approaches such
as computer-based evaluations have been developed. Players
will experience something called Gameplay experience (GX)
while they play the game [16]. GX is created during the
process of player-game interaction, where this interaction has
the goal to provide a motivating and fun experience for the
player [4,20].
Since GX is an important factor for the success of a game, a
formal classification of how to design and evaluate GX is
necessary [5,18]. Using appropriate mechanisms for evaluation
and measurement of GX allows the validation of good
gameplay experiences [17,19].
II. UI, UX, AND GX
User interface (UI) is anything that is designed to be an
information device, in which user can interact with. This can
include the display screen, keyboard, mouse, and desktop
display. This is also how users interact with apps or websites.
This growth of dependency leads many companies that focus
on web applications and mobile apps to place a higher priority
in UI in order to improve the overall UE [6 ] . Meanwhile, User
experience (UX) is the art of a product design planning so the
interaction with completed products will be as great as
possible. This includes the interaction with end-user on a
several IT systems including the interface, graphics and design.
Both elements are very important for product and work
together. But apart from their professional relationship, the role
itself is very different, referring to the very different part of the
159
process and the discipline design [7]. Where UX Design is a
more analytical and technical field, UI Design is closer to what
is called graphic design, although the responsibility is rather
complicated. Furthermore, after classifying the difference
between UX and UI, there is one more factor called Gameplay
Experience. Gameplay Experience (GX) is the process of
developing digital games that usually iterative and focused on
the product. While playing the game with good UE and UI, it
also creates a good GX. With a good GX, people will enjoy the
game. Therefore, playing with user focus on players has long
been established with a-high-level of informality [8]. This
comparison is inspired from Analysis of Relationship Between
Three Dimensions of Quality [9]
According to Grodal et al. it is the aesthetic to characterize
the fun of playing games [10]. In the first time of playing the
new game, the player experiences unfamiliarity and challenge
and starts to explore the game. After enough trying and replay
the game to get the point where they're used to the game,
they're not feel any longer to play that game anymore [11].
Figure 1 shows the elements that related to pleasurable of
gameplay experience while we play the game because there are
much elements that can make a good mood for humans [12].
Fig. 1. Pleasurable gameplay experiences.
III. SURVEY OF THE EFFECT OF THE USER ON TEKKEN
VIDEO GAME
In order to find the effect of user in forms of UI, UX and
GX on video games, a quick survey was done using Google
Form for 60 participants. Only 52 respondents were eligible as
they answered yes for the question number 1. Then only 37
respondents were eligible to answer the last 4 questions since
they have played Tekken games version 7. The other related
work survey was done in order to recognize how data
warehouse can be understood by undergraduate bachelor
student [13]. The objective of this survey is to find out how the
UI affects to the game, particularly for those users who have
the experience on playing video game Tekken. The link to
Google survey form is shown as
https://goo.gl/forms/vaOrDhimgUf1iR2r1
We distributed the survey form to group line messenger of
video game Tekken player Indonesian community in 3 days
bet ween 15 to 17 May 2017. On the future, the data mining
algorithms can be implemented to define how users think about
the game. Data mining is the process to find the new
correlations and patterns. It works by filtering a large amount
of data that stored in data warehouse, using technology
reasoning patterns and statistical techniques [14].
Fig. 2. Example of the question in the survey.
Figure 2 is a screen shot of the first question survey. The
survey asked about user's effect on video game, named Tekken
which is fighting game that was created in 1994 and become
popular fighting game until now. It was published on
December 9, 1994. For the Tekken version 1, it's genre was a
Fighting game, and started from arcade and followed by
PlayStation 1. After the following years, they released Tekken
version 2 in the same platform.
Each release Tekken always put a major improvement on
the Graphic and animation. The game always exclusively
released for PlayStation platform. Later, the publisher tsarted to
release the Tekken on multiple platforms including Xbox, PC
and Wii. It now reaches Tekken 7 from all 10 Tekken versions.
Tekken 7 was released in 2015 for arcade version, and for the
console in 2017 . The game received positive feedbacks from
around the world.
Why we use Tekken game as our survey material? because
Tekken series already exist from our childhood, when we play
this game at play station console almost every kid at school talk
about it and discussing it like football and we are die-hard fan
for Tekken series. An excellent style manual for science writers
is. In this chapter, we discuss how the gameplay experience can
be conceptualized. It provides models that set some basic
components and ends with a model assessment with some hints
for further research [15]. Th at is why we make some questions
to collect the data and make the conclusion about the survey.
160
Next, there are 10 questions in the survey as below:
1. Have you ever played Tekken before?
2. What is your gender?
3. What is your age range?
4. What is your first version of Tekken game?
5. How many years have you been playing Tekken game?
6. Have you ever played Tekken 7 Console Version?
7. How do you feel with the main menu experience with
Tekken 7?
8. How do you feel with the character selection from Tekken
7?
9. How do you feel with the character customization in
Tekken 7?
10. How do you feel with Tekken 7 gameplay UI?
A. Question 1-Have you ever played Tekken game?
This question is to find out that the respondents have played
Tekken series game or not. If they never played this game
series , then they will not have to continue the survey. The
survey result as shown in figure 3 were from 60 respondents.
a. 52 respondents said yes (86.7%)
b. 8 respondents said no (13.3%)
Fig. 3. Answers for question 1.
B. Question 2-What is your gender?
This question is to find out the respondent's gender. With
this we can see which is the dominant player's genders who
play Tekken. From 52 respondents, the results are:
a. 36 respondents are Male (69.2%)
b. 16 respondents are Female (30.8%)
Fig. 4. Answer for question 2.
C. Question 3-What is your age range?
This question is to find out the respondents' age range.
With this we can know the range of the respondent's age (13-
20, 21-30, 31-40 and more than 41 years).
Fig. 5. Answer for question 3
From 52 respondents, the results are:
a. 16 respondents between age 13-20 (30.8%)
b. 24 respondents between age 21-30 (46.2%)
c. 8 respondents between age 31-40 (15.4%)
d. 4 respondents between age 41+ (7.7%)
D. Question 4-What is your first version of Tekken game?
In this question, the respondents were asked about the first
version of Tekken that they played.
Fig. 6. Answer for question 4.
161
From 52 respondents, there are 10 choices that they can
choose.
a. 5 respondents for Tekken version 1(9.6%)
b. 2 respondents for Tekken version 2 (3.8%)
c. 3 respondents for Tekken version 3 (5.8%)
d. 0 respondents for Tekken Tag Tournament (0%)
e. 3 respondents for Tekken version 4 (5.8%)
f. 6 respondents for Tekken version 5 (11.5%)
g. 3 respondents for Tekken version 5 dark retribution (5.8%)
h. 11 respondents for Tekken version 6 (21.2%)
i. 8 respondents for Tekken Tag Tournament version 2
(15.4%)
j. 11 respondents for Tekken 7 (21.2%)
On this question, we add some pictures of the title in order
to help them in remembering what was the first game series
that they played by giving the game CD cover a picture for
each selection.
E. Question 5-How many years have you been playing Tekken
game?
In this question, the respondents were asked how many
years they have been playing Tekken series. From this, we give
them choices of 1 - 4, 5 - 9, 10 - 14, 15 – 19 , and 20 - 23 years.
30.8%
34.6%
11.5%
13.5%
9.6%
1 until 4 years
5 until 9 years
10 until 14 years
15 until 19 years
20 until 23+ years
Fig. 7. Answer for question 5.
From 52 respondents there are range answering which
consist of:
a. 16 respondents between 1-4 years (30,8%)
b. 18 respondents between 5-9 Years (34.6%)
c. 6 respondents between 10-14 years (11.5%)
d. 7 respondents between 15-19 years (13.5%)
e. 5 respondents between 20-23+ years (9.6%)
F. Question 6- Have you ever play Tekken 7 console version?
This question is to find out that the respondents have played
Tekken 7 console version. If they've never played this series,
then the survey will end here.
Fig. 8. Answer for question 6.
From 52 respondents, there are range answering consist of:
a. 37 respondents say yes (71.2%)
b. 15 respondents say no (28.8%)
G. Question 7- how do you feel with the main menu
experience with Tekken 7?
2.7 2.7 8.1
18.9
67.6
0
10
20
30
40
50
60
70
80
1 2 3 4 5
Fig. 9. Answer for question 7.
For questions 7-10, the score 1 means "I hate it!" and the
score 5 means "I love it!". This question is to find out how the
respondent feels when accessed the main menu and how they
feel about the main menu of Tekken 7, by considering its look,
interface, interaction with the players. In this question, we
include a picture of the main menu of Tekken 7.
From 37 respondents there are range answering which is
consist of:
a. point 5 = 25 respondents (67.6%)
b. point 4 = 7 respondents (18.9%)
c. point 3 = 3 respondents (8.1%)
d. point 2 = 1 respondents (2.7%)
e. point 1 = 1 respondents (2.7%)
H. Question 8- How do you feel with the Character selection
from Tekken 7?
This question is to find out how the respondent feels when
accessing character selection menu. In this question we include
a picture from the character selection. It is about how they feel
about character selection, by considering its look, interface, and
162
interaction with the players. It is also about the player like the
costume selection and animation background or not.
0.0 2.7 2.7
29.7
64.9
0
10
20
30
40
50
60
70
80
1 2 3 4 5
Fig. 10. Answer for question 8.
From 37 respondents there are range answering which is
consist of:
a. Point 5 = 24 Respondents (64.9%)
b. Point 4 = 11 Respondents (29.7%)
c. Point 3 = 1 Respondents (2.7%)
d. Point 2 = 1 Respondents (2.7%)
e. Point 1 = 0 Respondents (0.0%)
I. Question 9- How do you feel with character customization
of Tekken 7?
This question is to find out how respondents feel when
accessing character customization menu. In this questions we
include a picture from the character customization. This
question can provide about the respondent's satisfaction with
the current character customization of Tekken 7, and the easy
to access and understand of the UI.
0.0 2.7 8.1
32.4
56.8
0
10
20
30
40
50
60
70
80
1 2 3 4 5
Fig. 11. Answer for question 9.
From 37 respondents there are range answering which is
consist of:
a. Point 5 = 21 Respondents (56.8%)
b. Point 4 = 12 Respondents (32.4%)
c. Point 3 = 3 Respondents (8.1%)
d. Point 2 = 1 Respondents (2.7%)
e. Point 1 = 0 Respondents (0%)
J. How do you Feel with Tekken 7 Gameplay UI ?
This question is to find out how the respondent feels when
interact with gameplay's UI. In this questions we include a
picture from the gameplay, so player know what we are asking
for, including how they feel about the gameplay UI, its look,
interface, and interaction with the players. It is also about
whether players like the health bar and tutorial or not, whether
the game has an enjoyable mechanic and a non-disturbing UI
or not, and whether it is easy to recognize UI or not.
0.0 0.0
10.8
27.0
62.2
0
10
20
30
40
50
60
70
80
1 2 3 4 5
Fig. 12. Answer for question 10.
From 37 respondents there are range answering which is
consist of:
a. Point 5 = 23 Respondents (62.2%)
b. point 4 = 10 Respondents (27%)
c. point 3 = 4 Respondents (10.8%)
d. point 2 = 0 Respondents (0.0%)
e. point 1 = 0 Respondents (0.0%)
IV. T HE SURVEY RESULT
After gathering the survey, we conclude that from 60
population, estimated 80% have been played Tekken before.
To the next section, the dominant gender that follows this
survey is male with approximately 69% of 52 respondents.
Moving to the age of the respondents, the answers are most
dominant with 21-30 years old, estimated 46% from 52
respondents. Meanwhile we asked our respondents with first
experience of Tekken game, surprisingly the two answers had
the same highest percentage of 21%, which are Tekken 6 and
Tekken 7.
In addition, we ask our respondents how long they have
played Tekken series. The top answer is 5-9 years, estimated
34% from 52 respondents. After that we want to know from all
respondents, whether they have already played Tekken 7, the
new series of Tekken on console version or not. The 71% from
52 respondents said yes. From this question, the respondents
were filtered for continuing the survey. Only 37 respondents
who said yes were eligible to answer the next sections of the
survey.
163
Move along to the next section of the survey, we question
our respondents with specialized question about Tekken 7 UI.
We receive all the answers about main menu screen, character
selection, character customization menu and game UI, where
all of them has the dominant result of 5 points. This means the
respondents liked the UI of Tekken and feel seamless when
playing Tekken 7.
V. CONCLUSION
In order to find the effect of user in forms of UI, UX and
GX on video games, a quick survey was done using Google
Form for 60 participants and only 52 respondents which
answer yes in question number 1, where 36 and 16 respondents
are male and female respectively. The 52 respondents are
spread into 4 range ages where 16, 24, 8 and 4 respondents are
between ages 13-20, ages 21-30, ages 31-40 and age more than
41 respectively.
The interesting thing is from 52 respondents 69.2%(36
respondents) are male and 46.2% (24 respondents) between age
21-30, 34.6% (18 respondents) have been playing Tekken
games, 71.2% (37 respondents) have ever played tekken 7
console version. For 37 respondents (71.2% from 52
respondents) who ever played tekken 7 console version, 67.6%
(25 respondents) very love with score 5 for the Tekken 7 main
menu, 64.9% (24 respondents) are very love with score 5 for
the Tekken 7 character game, 56.8% (21 respondents) are very
love with score 5 for the Tekken 7 character customization,
62.2% (23 respondents) are very love with score 5 for the
Tekken 7 gameplay UI.
There is possibility where for the next project, for each UI,
UX and GX should be measured in order to find which one as
excellent video games with best UI, UX and GX scores. Some
Artificial Intelligent technique which have algorithms such as
data mining, machine learning, deep learning and so on can be
applied in order to score UI, UX and GX for best excellent
video games.
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... The attitude of people when playing a game, can be different from the person who is not playing a game, because when the person is playing a game then player will feel as if he is in the "world" that the game created [6]. The game certainly provides ASTESJ ISSN: 2415-6698 problems and challenges to be faced by players, if the game does not provide a challenge then the game will be less fun to play. ...
... To develop the precise hypothesis requires an expert system in order that the process and results are carried out in accordance with original circumstances Udjaja et al., 2018). Subsequently added with user interface and user experience that is easy to understand so users can understand the process and results of profiling which is conducted (Kristiadi et al., 2017;). ...
... Experiential learning is a method that can attract a person's attention in terms of learning, so that the person can learn actively and can create a conducive learning experience, and produce specific scientific improvements, as studied (Ozogul, 2018). It also affects the emotional and affective users, who are appointed based on the art of product design planning on interaction with users (Kristiadi et al., 2017). ...
... With the lack of physical form and pleasantness, relying on Display to send information to players. The quality of the UI can be assessed from two aspects [8,9]: ...
The purpose of this research is to assist the elementary visually impaired students to learn to type a word, where the students are initially unable to utilize the computer, thus requiring the application to help the learning process. The process of applying gamification is included understanding the target audience and the context, defining learning objectives, structuring the experience, identify resources, and applying gamification elements. Some typing applications for visually impaired people are consuming braille, touchscreen, and delivered in English. As for some educational-based gamified applications have not supported typing for the blind children especially in Indonesia. Therefore, in this contribution, a novel gamified application for typing is presented. Moreover, this application is delivered in Indonesian language. As a material for typing, this application consumes questions based on the curriculum applied in Indonesia. This model is developed with utilized the Game Development Life Circle (GDLC) method which includes initialization, pre-production, production, testing, and release. The application has been tested on several respondents. The respondents believe that this application is valuable, easy to use, and easy to understand.
- Yosep Yosep
Information technology has affected various sectors including the education sector. In the sector, information technology has brought us long distance education, which relies heavily on the use of e-learning management system. In Indonesia, Bina Nusantara University is the first and foremost long distance education institution. The institution has been developing and using an e-learning management system for a number of years. This work intends to evaluate to which extent the system is able to enhance e-learning experiences. We adopted the DeLone and McLean's Information System success model and empirically measured the relation between the aspects of system quality, information quality, service quality, user satisfaction, and net benefits. From a population of the size 311 students, we have collected 149 responses using questionnaires by randomly selecting the participating students. The responses were used to establish a multi-variate regression model where the relationships were established. The model suggested that information quality, system quality, and service quality had positive impacts on user satisfaction with the p-values of 0.014, 0.014, and 0.000 respectively. In addition, the study also found that user satisfaction was strongly and positively affected by the net benefits.
This article discusses the analysis of customer loyalty using three data mining methods: C4.5,Naive Bayes, and Nearest Neighbor Algorithms and real-world empirical data. The data contain ten attributes related to the customer loyalty and are obtained from a national multimedia company in Indonesia. The dataset contains 2269 records. The study also evaluates the effects of the size of the training data to the accuracy of the classification. The results suggest that C4.5 algorithm produces highest classification accuracy at the order of 81% followed by the methods of Naive Bayes 76% and Nearest Neighbor 55%. In addition, the numerical evaluation also suggests that the proportion of 80% is optimal for the training set.
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Harco Leslie Hendric Spits Warnars
- Epafras Suria
- Darren Kent Jeremy
As a Computer scientist, a computer science students should have understanding about database theory as a concept of data maintenance. Database will be needed in every single human real life computer implementation such as information systems, information technology, internet, games, artificial intelligence, robot and so on. Inevitably, the right data handling and management will produce excellent technology implementation. Data warehouse as one of the specialization subject which is offered in computer science study program final semester, provide challenge for computer science students. A survey was conducted on 18 students of early year of computer science study program at Surya university and giving hypothesis that for those students who ever heard of a data warehouse would be interested to learn data warehouse and on other hand, students who had never heard of the data warehouse will not be interested to learn data warehouse. Therefore, it is important that delivery of the Data warehouse subject material should be understood by lecturers, so that students can well understood with the data warehouse.
This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality.
In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game metrics) methods lead to a better understanding of the relationship and interactions between players and games. This panel gathers game user research industry and academic experts for discussing current methodological advancements and future challenges in playtesting, usability, playability evaluation, and general game user research.
In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004. MDA is a formal approach to understanding games – one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.
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Amyris Fernandez
Currently there is no accepted model of player experience in games. There are heuristics in the literature that help determine the quality of a video game. Some models try to assess enjoyment through flow, or extend current usability methods. Recent research on user experience describes key elements of a model of user experience with games, but do not take into consideration emotional reactions games triggered during this experience, and antecedent aspects of user profile that influences game players' preferences and may modify players' beliefs towards the title. This framework extends current usability methods by creating a tool where the relationship among game components gets clear. User tests showed a variety of relationships established among game components that lead or interfere in fun with games in a given platform.
Educational Video Game Ux Ui Designer
Source: https://www.researchgate.net/publication/323715841_The_effect_of_UI_UX_and_GX_on_video_games
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