Physiological interactions in ludic space

In her recent review of Human Computer Interaction evaluation methods, Regan Mandryk notes that despite the shift from usability analysis to user experience – ‘HCI has been rooted in the cognitive sciences of psychology and human factors, in the applied sciences of engineering and in computer science.’¹ In contrast to performance metrics, Mandryk notes that the measures of success for entertainment gaming media are more elusive. Thus the current problem is ‘what emotions to measure, and how to measure them.’ Current methods include both subjective and objective techniques (above left) with the most being subjective interviews, focus groups and questionnaires which risk over-generalization. And while observational data (body language, facial expressions etc) provide a potentially rich source of information, the complexities of process and analysis often end in biased outcomes. Similarly, the framing of heuristic evaluations by usability specialists equally result in biased oucomes (see Empathic design).
In response to growth in ludic interfaces, Mandryk addresses the above biases by designing an experiment to map the emotional states of users interacting with ludic space. Using ProComp’s Infiniti hardware and Thought Technologie’s BioGraph software, Mandryk’s team recorded the galvanic (GSR), cardiovascular (EKG) and muscular (EMG) responses of users playing NHL 2003, further supported by a questionnaire ranking experience to the psychometric Likert Scale. To create the affective-based model, GSR, HR and EMG data was modeled in two parts – first, by adding arousal and valence values from the nomalized signals; and second, using these values to generate emotion values for boredom, challenge, excitment, frustration and fun (above right). As Mandryk recognizes, such an approach can be adapted to analyze user experience across a range of interactive platforms, providing a useful metric to counter knowledge deficiencies in the objective-quantitative quadrant:
‘…the emotion of the user can be viewed over an entire experience, revealing the variance within a condition, not just the variance between conditions. This is particularly important for evaluating user experience with entertainment technology, because the success is determined by the process of playing, not the outcome…’
1. Mandryk , R. et al. (2006) Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology, 25(2), 141–158



















