Effects of Bend Gesture Training on Learnability and Memorability in a Mobile Game

Effects of Bend Gesture Training on Learnability and Memorability in a Mobile Game
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弯曲手势训练对手机游戏易学性和记忆性的影响

DOI:
10.1145/3132272.3134142
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发表时间:
2017
期刊:
Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces
影响因子:
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通讯作者:
Audrey Girouard
Audrey Girouard
中科院分区:
--
文献类型:
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作者:
Elias Fares;Victor Cheung;Audrey Girouard

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弯曲手势可以用作设备周围交互的一种形式,以解决触摸屏移动的设备中的可用性问题。然而,目前还不清楚是否弯曲手势可以很容易地学习和记忆作为控制图式的游戏。为了回答这个问题,我们构建了一个新颖的可变形智能手机外壳,可以检测其角落和侧面的弯曲手势,并创建了PaperNinja,一个使用弯曲作为输入的移动的游戏。我们进行了一项研究,比较了三种赛前训练水平对可学习性和可记忆性的影响:没有训练,只训练弯曲手势,以及训练弯曲手势和他们在游戏中的动作映射。我们发现,包括手势映射积极影响了初始学习(更快的完成时间和更少的手势),但与没有记忆力训练的结果相似,而没有映射的手势导致了负面结果。我们的研究结果表明,球员可以通过发现和训练来学习弯曲手势是不必要的。
Bend gestures can be used as a form of Around Device Interaction to address usability issues in touchscreen mobile devices. Yet, it is unclear whether bend gestures can be easily learned and memorized as control schema for games. To answer this, we built a novel deformable smartphone case that detects bend gestures at its corners and sides, and created PaperNinja, a mobile game that uses bends as input. We conducted a study comparing the effect of three pre-game training levels on learnability and memorability: no training, training of the bend gestures only, and training of both the bend gestures and their in-game action mapping. We found that including gesture-mapping positively impacted the initial learning (faster completion time and fewer gestures performed), but had a similar outcome as no training on memorability, while the gestures-without-mapping led to a negative outcome. Our findings suggest that players can learn bend gestures by discovery and training is not essential.