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Funology pp 137-150 | Cite as

Designing for Fun: User-Testing Case Studies

  • Randy J. Pagulayan
  • Keith R. Steury
  • Bill Fulton
  • Ramon L. Romero
Part of the Human-Computer Interaction Series book series (HCIS, volume 3)

Keywords

Game Design Productivity Application Novice User Subjective Preference Entire Event 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. Mahood, A. (2002). RalliSport Challenge. Official Xbox Magazine, April 2002. Brisbane, CA: Imagine Media, Inc.Google Scholar
  2. Medlock, M. A., Wixon, D., Terrano, M., Romero, R. L., & Fulton, B. (2002). Using the RITE Method to improve products; a definition and a case study. Humanizing Design, Usability Professional’s Association 2002 Annual Conference; 2002 July 8–July 12; Orlando, Florida: Chicago, IL: Usability Professionals’ Association, 2002.Google Scholar
  3. Nielsen, J. (1993). Usability Engineering. New York: Morgan Kaufmann.Google Scholar
  4. Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., Fuller, T. (2003). User-Centered Design in Games. In J. Jacko & A. Sears (Eds.), The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications (pp. 883–906). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
  5. Smith, M. (2002). Reviews: RalliSport Challenge. British Telecommunications plc.Google Scholar

Copyright information

© Kluwer Academic Publishers 2003

Authors and Affiliations

  • Randy J. Pagulayan
  • Keith R. Steury
  • Bill Fulton
  • Ramon L. Romero

There are no affiliations available

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