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Wii Gaming for Older
                            Players
                      From Motivation to Appropriation, and Usability to
                                     User Experience



                                       Gareth R. White
                              Interact Lab, University of Sussex
                                    g.white@sussex.ac.uk

Monday, 24 May 2010

0-1
Wii - Accessible?
Case-study
Contribution: Specificity and insight re: design mechanisms for elderly
Usability: Functional, can they play?
UX:
Background


                      • Age Concern Brighton and Hove
                      • 4 houses, residents aged 60-90
                      • Wii Sports Bowling & Wii Fit Skiing


Monday, 24 May 2010

1-2m
Digital divide (self efficacy, crystalised rather than fluid knowledge.)
Lindfield Court: 2nd session; 5/35 residents play
Woods House: 6 months experience (can setup and play independently); 3/37 residents play.
Somerset Point: 12 months experience (own console, independent). 2 consoles. Residents
setup, invite other houses, provide tea. 13 / 93
Methodology
                      • 4 month study
                      • 10 private, 2 public sessions
                      • 2-13 players; 1-5 researchers
                      • Semi-structured interviews; video
                        observation to extract usability
                        metrics


Monday, 24 May 2010

2-3
Usability errors are bad!
Motivation and
                            Adoption
                      • External introduction & mentor
                      • Self Efficacy (doubts)

                      • Intergeneration
                      • Fun (competition, teasing, support)
                      • Memories of games, youthful Miis
Monday, 24 May 2010

3-5
Usability: Ski Jump
                        • Embodied (Reactions)
                        • Game controls start / end
                      Binary success
                      6 beginners
                      100% “Failed to Takeoff” (0 / 30 attempts)


Monday, 24 May 2010

5-6
Mentor pressed buttons.
Abandoned!
Ski Jump: Success




Monday, 24 May 2010

6-8
Teasing / Support
“Didn’t go very far”
“Better than me”
Ski Jump: Failure




Monday, 24 May 2010

8-10
“Failed”
“Unbalanced”
Self-Efficacy
Abandoned!
Usability: Power Throws
                             • Embodied + Symbolic Modes
                             • Player & game control start / end
                         Failure                          Success
                      Button mash                   Late release
                      Premature swing               Hit
                      Swing without ball            Strike
                      Hold without release
                      Drop before swing
Monday, 24 May 2010

10-12
Why bowling success and ski jump not?
Bowling: Success with
                             Errors




Monday, 24 May 2010

12-14
Many errors
Gutter guards
Advice from audience
14 / 15 is great!
Usability: Power Throws

               • Skill continuum
                      A (454):                 0, 2, 1, 0, 0, 1, 1, 1, 1, 0
                      B (393):                 1, 0, 0, 0, 0, 2, 0, 0, 0, 0
                      C (406):                 3, 4, 1, 0, 1, 2, 0, 1, 1, 2


                      Reference (438 - 503):   0, 0, 0, 0, 0, 0, 0, 0, 0, 0



Monday, 24 May 2010

14-17
User Experience and
                         Appropriation

                      • Fun despite errors
                      • Significance of usability issues

                      • Peer mentors
                      • Group identity & play style (control)
Monday, 24 May 2010

17-19m
Self-efficacy
Invite other houses
Summary
                      • Adoption phase: advocacy & training
                      • Usability: reactions (physical) & symbolic
                        mode (cognitive)


                      • Fun & control: continuum of expertise
                      • Design for social space (off-screen)
                      • Gateway technology?
Monday, 24 May 2010

19-20m
Audience participation - turn taking
Digital Divide
Questions

                               Gareth R. White
                      Interact Lab, University of Sussex
                            g.white@sussex.ac.uk




Monday, 24 May 2010

20-30

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Wii Gaming for Older Generations

  • 1. Wii Gaming for Older Players From Motivation to Appropriation, and Usability to User Experience Gareth R. White Interact Lab, University of Sussex g.white@sussex.ac.uk Monday, 24 May 2010 0-1 Wii - Accessible? Case-study Contribution: Specificity and insight re: design mechanisms for elderly Usability: Functional, can they play? UX:
  • 2. Background • Age Concern Brighton and Hove • 4 houses, residents aged 60-90 • Wii Sports Bowling & Wii Fit Skiing Monday, 24 May 2010 1-2m Digital divide (self efficacy, crystalised rather than fluid knowledge.) Lindfield Court: 2nd session; 5/35 residents play Woods House: 6 months experience (can setup and play independently); 3/37 residents play. Somerset Point: 12 months experience (own console, independent). 2 consoles. Residents setup, invite other houses, provide tea. 13 / 93
  • 3. Methodology • 4 month study • 10 private, 2 public sessions • 2-13 players; 1-5 researchers • Semi-structured interviews; video observation to extract usability metrics Monday, 24 May 2010 2-3 Usability errors are bad!
  • 4. Motivation and Adoption • External introduction & mentor • Self Efficacy (doubts) • Intergeneration • Fun (competition, teasing, support) • Memories of games, youthful Miis Monday, 24 May 2010 3-5
  • 5. Usability: Ski Jump • Embodied (Reactions) • Game controls start / end Binary success 6 beginners 100% “Failed to Takeoff” (0 / 30 attempts) Monday, 24 May 2010 5-6 Mentor pressed buttons. Abandoned!
  • 6. Ski Jump: Success Monday, 24 May 2010 6-8 Teasing / Support “Didn’t go very far” “Better than me”
  • 7. Ski Jump: Failure Monday, 24 May 2010 8-10 “Failed” “Unbalanced” Self-Efficacy Abandoned!
  • 8. Usability: Power Throws • Embodied + Symbolic Modes • Player & game control start / end Failure Success Button mash Late release Premature swing Hit Swing without ball Strike Hold without release Drop before swing Monday, 24 May 2010 10-12 Why bowling success and ski jump not?
  • 9. Bowling: Success with Errors Monday, 24 May 2010 12-14 Many errors Gutter guards Advice from audience 14 / 15 is great!
  • 10. Usability: Power Throws • Skill continuum A (454): 0, 2, 1, 0, 0, 1, 1, 1, 1, 0 B (393): 1, 0, 0, 0, 0, 2, 0, 0, 0, 0 C (406): 3, 4, 1, 0, 1, 2, 0, 1, 1, 2 Reference (438 - 503): 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 Monday, 24 May 2010 14-17
  • 11. User Experience and Appropriation • Fun despite errors • Significance of usability issues • Peer mentors • Group identity & play style (control) Monday, 24 May 2010 17-19m Self-efficacy Invite other houses
  • 12. Summary • Adoption phase: advocacy & training • Usability: reactions (physical) & symbolic mode (cognitive) • Fun & control: continuum of expertise • Design for social space (off-screen) • Gateway technology? Monday, 24 May 2010 19-20m Audience participation - turn taking Digital Divide
  • 13. Questions Gareth R. White Interact Lab, University of Sussex g.white@sussex.ac.uk Monday, 24 May 2010 20-30